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3 Commits

Author SHA1 Message Date
Chris Wilson
73ebb23d52 Apply feedback from native French speakers 2024-04-06 19:41:52 -04:00
Chris Wilson
e1738a03cc Merge branch 'main' into stardew-french 2024-04-06 19:28:26 -04:00
Chris Wilson
cb00cf79ba Add French setup guide for Stardew Valley, authored by Firzohche 2024-03-24 22:43:46 -04:00
295 changed files with 6102 additions and 6971 deletions

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@@ -1,27 +0,0 @@
{
"include": [
"type_check.py",
"../worlds/AutoSNIClient.py",
"../Patch.py"
],
"exclude": [
"**/__pycache__"
],
"stubPath": "../typings",
"typeCheckingMode": "strict",
"reportImplicitOverride": "error",
"reportMissingImports": true,
"reportMissingTypeStubs": true,
"pythonVersion": "3.8",
"pythonPlatform": "Windows",
"executionEnvironments": [
{
"root": ".."
}
]
}

15
.github/type_check.py vendored
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@@ -1,15 +0,0 @@
from pathlib import Path
import subprocess
config = Path(__file__).parent / "pyright-config.json"
command = ("pyright", "-p", str(config))
print(" ".join(command))
try:
result = subprocess.run(command)
except FileNotFoundError as e:
print(f"{e} - Is pyright installed?")
exit(1)
exit(result.returncode)

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@@ -1,33 +0,0 @@
name: type check
on:
pull_request:
paths:
- "**.py"
- ".github/pyright-config.json"
- ".github/workflows/strict-type-check.yml"
- "**.pyi"
push:
paths:
- "**.py"
- ".github/pyright-config.json"
- ".github/workflows/strict-type-check.yml"
- "**.pyi"
jobs:
pyright:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
with:
python-version: "3.11"
- name: "Install dependencies"
run: |
python -m pip install --upgrade pip pyright==1.1.358
python ModuleUpdate.py --append "WebHostLib/requirements.txt" --force --yes
- name: "pyright: strict check on specific files"
run: python .github/type_check.py

View File

@@ -51,6 +51,10 @@ class ThreadBarrierProxy:
class MultiWorld():
debug_types = False
player_name: Dict[int, str]
difficulty_requirements: dict
required_medallions: dict
dark_room_logic: Dict[int, str]
restrict_dungeon_item_on_boss: Dict[int, bool]
plando_texts: List[Dict[str, str]]
plando_items: List[List[Dict[str, Any]]]
plando_connections: List
@@ -133,6 +137,7 @@ class MultiWorld():
self.random = ThreadBarrierProxy(random.Random())
self.players = players
self.player_types = {player: NetUtils.SlotType.player for player in self.player_ids}
self.glitch_triforce = False
self.algorithm = 'balanced'
self.groups = {}
self.regions = self.RegionManager(players)
@@ -155,14 +160,61 @@ class MultiWorld():
self.local_early_items = {player: {} for player in self.player_ids}
self.indirect_connections = {}
self.start_inventory_from_pool: Dict[int, Options.StartInventoryPool] = {}
self.fix_trock_doors = self.AttributeProxy(
lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
self.fix_skullwoods_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeons_simple'])
self.fix_palaceofdarkness_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeons_simple'])
self.fix_trock_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeons_simple'])
for player in range(1, players + 1):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('shuffle', "vanilla")
set_player_attr('logic', "noglitches")
set_player_attr('mode', 'open')
set_player_attr('difficulty', 'normal')
set_player_attr('item_functionality', 'normal')
set_player_attr('timer', False)
set_player_attr('goal', 'ganon')
set_player_attr('required_medallions', ['Ether', 'Quake'])
set_player_attr('swamp_patch_required', False)
set_player_attr('powder_patch_required', False)
set_player_attr('ganon_at_pyramid', True)
set_player_attr('ganonstower_vanilla', True)
set_player_attr('can_access_trock_eyebridge', None)
set_player_attr('can_access_trock_front', None)
set_player_attr('can_access_trock_big_chest', None)
set_player_attr('can_access_trock_middle', None)
set_player_attr('fix_fake_world', True)
set_player_attr('difficulty_requirements', None)
set_player_attr('boss_shuffle', 'none')
set_player_attr('enemy_health', 'default')
set_player_attr('enemy_damage', 'default')
set_player_attr('beemizer_total_chance', 0)
set_player_attr('beemizer_trap_chance', 0)
set_player_attr('escape_assist', [])
set_player_attr('treasure_hunt_icon', 'Triforce Piece')
set_player_attr('treasure_hunt_count', 0)
set_player_attr('clock_mode', False)
set_player_attr('countdown_start_time', 10)
set_player_attr('red_clock_time', -2)
set_player_attr('blue_clock_time', 2)
set_player_attr('green_clock_time', 4)
set_player_attr('can_take_damage', True)
set_player_attr('triforce_pieces_available', 30)
set_player_attr('triforce_pieces_required', 20)
set_player_attr('shop_shuffle', 'off')
set_player_attr('shuffle_prizes', "g")
set_player_attr('sprite_pool', [])
set_player_attr('dark_room_logic', "lamp")
set_player_attr('plando_items', [])
set_player_attr('plando_texts', {})
set_player_attr('plando_connections', [])
set_player_attr('game', "Archipelago")
set_player_attr('game', "A Link to the Past")
set_player_attr('completion_condition', lambda state: True)
self.worlds = {}
self.per_slot_randoms = Utils.DeprecateDict("Using per_slot_randoms is now deprecated. Please use the "
@@ -393,7 +445,7 @@ class MultiWorld():
location.item = item
item.location = location
if collect:
self.state.collect(item, location.advancement, location)
self.state.collect(item, location.event, location)
logging.debug('Placed %s at %s', item, location)
@@ -540,7 +592,8 @@ class MultiWorld():
def location_relevant(location: Location):
"""Determine if this location is relevant to sweep."""
if location.progress_type != LocationProgressType.EXCLUDED \
and (location.player in players["locations"] or location.advancement):
and (location.player in players["locations"] or location.event
or (location.item and location.item.advancement)):
return True
return False
@@ -685,7 +738,7 @@ class CollectionState():
locations = self.multiworld.get_filled_locations()
reachable_events = True
# since the loop has a good chance to run more than once, only filter the events once
locations = {location for location in locations if location.advancement and location not in self.events and
locations = {location for location in locations if location.event and location not in self.events and
not key_only or getattr(location.item, "locked_dungeon_item", False)}
while reachable_events:
reachable_events = {location for location in locations if location.can_reach(self)}
@@ -975,6 +1028,7 @@ class Location:
name: str
address: Optional[int]
parent_region: Optional[Region]
event: bool = False
locked: bool = False
show_in_spoiler: bool = True
progress_type: LocationProgressType = LocationProgressType.DEFAULT
@@ -1005,6 +1059,7 @@ class Location:
raise Exception(f"Location {self} already filled.")
self.item = item
item.location = self
self.event = item.advancement
self.locked = True
def __repr__(self):
@@ -1020,15 +1075,6 @@ class Location:
def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name)
@property
def advancement(self) -> bool:
return self.item is not None and self.item.advancement
@property
def is_event(self) -> bool:
"""Returns True if the address of this location is None, denoting it is an Event Location."""
return self.address is None
@property
def native_item(self) -> bool:
"""Returns True if the item in this location matches game."""
@@ -1306,15 +1352,12 @@ class Spoiler:
get_path(state, multiworld.get_region('Inverted Big Bomb Shop', player))
def to_file(self, filename: str) -> None:
from itertools import chain
from worlds import AutoWorld
from Options import Visibility
def write_option(option_key: str, option_obj: Options.AssembleOptions) -> None:
res = getattr(self.multiworld.worlds[player].options, option_key)
if res.visibility & Visibility.spoiler:
display_name = getattr(option_obj, "display_name", option_key)
outfile.write(f"{display_name + ':':33}{res.current_option_name}\n")
display_name = getattr(option_obj, "display_name", option_key)
outfile.write(f"{display_name + ':':33}{res.current_option_name}\n")
with open(filename, 'w', encoding="utf-8-sig") as outfile:
outfile.write(
@@ -1345,14 +1388,6 @@ class Spoiler:
AutoWorld.call_all(self.multiworld, "write_spoiler", outfile)
precollected_items = [f"{item.name} ({self.multiworld.get_player_name(item.player)})"
if self.multiworld.players > 1
else item.name
for item in chain.from_iterable(self.multiworld.precollected_items.values())]
if precollected_items:
outfile.write("\n\nStarting Items:\n\n")
outfile.write("\n".join([item for item in precollected_items]))
locations = [(str(location), str(location.item) if location.item is not None else "Nothing")
for location in self.multiworld.get_locations() if location.show_in_spoiler]
outfile.write('\n\nLocations:\n\n')

View File

@@ -193,7 +193,6 @@ class CommonContext:
server_version: Version = Version(0, 0, 0)
generator_version: Version = Version(0, 0, 0)
current_energy_link_value: typing.Optional[int] = None # to display in UI, gets set by server
max_size: int = 16*1024*1024 # 16 MB of max incoming packet size
last_death_link: float = time.time() # last send/received death link on AP layer
@@ -652,8 +651,7 @@ async def server_loop(ctx: CommonContext, address: typing.Optional[str] = None)
try:
port = server_url.port or 38281 # raises ValueError if invalid
socket = await websockets.connect(address, port=port, ping_timeout=None, ping_interval=None,
ssl=get_ssl_context() if address.startswith("wss://") else None,
max_size=ctx.max_size)
ssl=get_ssl_context() if address.startswith("wss://") else None)
if ctx.ui is not None:
ctx.ui.update_address_bar(server_url.netloc)
ctx.server = Endpoint(socket)

13
Fill.py
View File

@@ -159,6 +159,7 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
multiworld.push_item(spot_to_fill, item_to_place, False)
spot_to_fill.locked = lock
placements.append(spot_to_fill)
spot_to_fill.event = item_to_place.advancement
placed += 1
if not placed % 1000:
_log_fill_progress(name, placed, total)
@@ -309,6 +310,7 @@ def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, lo
pool.append(location.item)
state.remove(location.item)
location.item = None
location.event = False
if location in state.events:
state.events.remove(location)
locations.append(location)
@@ -495,9 +497,10 @@ def distribute_items_restrictive(multiworld: MultiWorld) -> None:
if unplaced or unfilled:
logging.warning(
f"Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}")
items_counter = Counter(location.item.player for location in multiworld.get_filled_locations())
items_counter = Counter(location.item.player for location in multiworld.get_locations() if location.item)
locations_counter = Counter(location.player for location in multiworld.get_locations())
items_counter.update(item.player for item in unplaced)
locations_counter.update(location.player for location in unfilled)
print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f"Per-Player counts: {print_data})")
@@ -656,7 +659,7 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
while True:
# Check locations in the current sphere and gather progression items to swap earlier
for location in balancing_sphere:
if location.advancement:
if location.event:
balancing_state.collect(location.item, True, location)
player = location.item.player
# only replace items that end up in another player's world
@@ -713,7 +716,7 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
# sort then shuffle to maintain deterministic behaviour,
# while allowing use of set for better algorithm growth behaviour elsewhere
replacement_locations = sorted(l for l in checked_locations if not l.advancement and not l.locked)
replacement_locations = sorted(l for l in checked_locations if not l.event and not l.locked)
multiworld.random.shuffle(replacement_locations)
items_to_replace.sort()
multiworld.random.shuffle(items_to_replace)
@@ -744,7 +747,7 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
sphere_locations.add(location)
for location in sphere_locations:
if location.advancement:
if location.event:
state.collect(location.item, True, location)
checked_locations |= sphere_locations
@@ -765,6 +768,7 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked:
location_2.item, location_1.item = location_1.item, location_2.item
location_1.item.location = location_1
location_2.item.location = location_2
location_1.event, location_2.event = location_2.event, location_1.event
def distribute_planned(multiworld: MultiWorld) -> None:
@@ -961,6 +965,7 @@ def distribute_planned(multiworld: MultiWorld) -> None:
placement['force'])
for (item, location) in successful_pairs:
multiworld.push_item(location, item, collect=False)
location.event = True # flag location to be checked during fill
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if from_pool:

View File

@@ -21,6 +21,7 @@ from BaseClasses import seeddigits, get_seed, PlandoOptions
from Main import main as ERmain
from settings import get_settings
from Utils import parse_yamls, version_tuple, __version__, tuplize_version
from worlds.alttp import Options as LttPOptions
from worlds.alttp.EntranceRandomizer import parse_arguments
from worlds.alttp.Text import TextTable
from worlds.AutoWorld import AutoWorldRegister
@@ -147,6 +148,7 @@ def main(args=None, callback=ERmain):
erargs = parse_arguments(['--multi', str(args.multi)])
erargs.seed = seed
erargs.plando_options = args.plando
erargs.glitch_triforce = options.generator.glitch_triforce_room
erargs.spoiler = args.spoiler
erargs.race = args.race
erargs.outputname = seed_name
@@ -309,6 +311,13 @@ def handle_name(name: str, player: int, name_counter: Counter):
return new_name
def prefer_int(input_data: str) -> Union[str, int]:
try:
return int(input_data)
except:
return input_data
def roll_percentage(percentage: Union[int, float]) -> bool:
"""Roll a percentage chance.
percentage is expected to be in range [0, 100]"""

View File

@@ -102,7 +102,7 @@ components.extend([
Component("Open Patch", func=open_patch),
Component("Generate Template Options", func=generate_yamls),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files),
])

27
Main.py
View File

@@ -36,13 +36,38 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger = logging.getLogger()
multiworld.set_seed(seed, args.race, str(args.outputname) if args.outputname else None)
multiworld.plando_options = args.plando_options
multiworld.shuffle = args.shuffle.copy()
multiworld.logic = args.logic.copy()
multiworld.mode = args.mode.copy()
multiworld.difficulty = args.difficulty.copy()
multiworld.item_functionality = args.item_functionality.copy()
multiworld.timer = args.timer.copy()
multiworld.goal = args.goal.copy()
multiworld.boss_shuffle = args.shufflebosses.copy()
multiworld.enemy_health = args.enemy_health.copy()
multiworld.enemy_damage = args.enemy_damage.copy()
multiworld.beemizer_total_chance = args.beemizer_total_chance.copy()
multiworld.beemizer_trap_chance = args.beemizer_trap_chance.copy()
multiworld.countdown_start_time = args.countdown_start_time.copy()
multiworld.red_clock_time = args.red_clock_time.copy()
multiworld.blue_clock_time = args.blue_clock_time.copy()
multiworld.green_clock_time = args.green_clock_time.copy()
multiworld.dungeon_counters = args.dungeon_counters.copy()
multiworld.triforce_pieces_available = args.triforce_pieces_available.copy()
multiworld.triforce_pieces_required = args.triforce_pieces_required.copy()
multiworld.shop_shuffle = args.shop_shuffle.copy()
multiworld.shuffle_prizes = args.shuffle_prizes.copy()
multiworld.sprite_pool = args.sprite_pool.copy()
multiworld.dark_room_logic = args.dark_room_logic.copy()
multiworld.plando_items = args.plando_items.copy()
multiworld.plando_texts = args.plando_texts.copy()
multiworld.plando_connections = args.plando_connections.copy()
multiworld.required_medallions = args.required_medallions.copy()
multiworld.game = args.game.copy()
multiworld.player_name = args.name.copy()
multiworld.sprite = args.sprite.copy()
multiworld.sprite_pool = args.sprite_pool.copy()
multiworld.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
multiworld.set_options(args)
multiworld.set_item_links()

View File

@@ -70,7 +70,7 @@ def install_pkg_resources(yes=False):
subprocess.call([sys.executable, "-m", "pip", "install", "--upgrade", "setuptools"])
def update(yes: bool = False, force: bool = False) -> None:
def update(yes=False, force=False):
global update_ran
if not update_ran:
update_ran = True

View File

@@ -586,7 +586,7 @@ class Context:
self.location_check_points = savedata["game_options"]["location_check_points"]
self.server_password = savedata["game_options"]["server_password"]
self.password = savedata["game_options"]["password"]
self.release_mode = savedata["game_options"]["release_mode"]
self.release_mode = savedata["game_options"].get("release_mode", savedata["game_options"].get("forfeit_mode", "goal"))
self.remaining_mode = savedata["game_options"]["remaining_mode"]
self.collect_mode = savedata["game_options"]["collect_mode"]
self.item_cheat = savedata["game_options"]["item_cheat"]
@@ -631,6 +631,8 @@ class Context:
def _set_options(self, server_options: dict):
for key, value in server_options.items():
if key == "forfeit_mode":
key = "release_mode"
data_type = self.simple_options.get(key, None)
if data_type is not None:
if value not in {False, True, None}: # some can be boolean OR text, such as password
@@ -1345,7 +1347,6 @@ class ClientMessageProcessor(CommonCommandProcessor):
"Sorry, !remaining requires you to have beaten the game on this server")
return False
@mark_raw
def _cmd_missing(self, filter_text="") -> bool:
"""List all missing location checks from the server's perspective.
Can be given text, which will be used as filter."""
@@ -1355,11 +1356,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if locations:
names = [self.ctx.location_names[location] for location in locations]
if filter_text:
location_groups = self.ctx.location_name_groups[self.ctx.games[self.client.slot]]
if filter_text in location_groups: # location group name
names = [name for name in names if name in location_groups[filter_text]]
else:
names = [name for name in names if filter_text in name]
names = [name for name in names if filter_text in name]
texts = [f'Missing: {name}' for name in names]
if filter_text:
texts.append(f"Found {len(locations)} missing location checks, displaying {len(names)} of them.")
@@ -1370,7 +1367,6 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output("No missing location checks found.")
return True
@mark_raw
def _cmd_checked(self, filter_text="") -> bool:
"""List all done location checks from the server's perspective.
Can be given text, which will be used as filter."""
@@ -1380,11 +1376,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if locations:
names = [self.ctx.location_names[location] for location in locations]
if filter_text:
location_groups = self.ctx.location_name_groups[self.ctx.games[self.client.slot]]
if filter_text in location_groups: # location group name
names = [name for name in names if name in location_groups[filter_text]]
else:
names = [name for name in names if filter_text in name]
names = [name for name in names if filter_text in name]
texts = [f'Checked: {name}' for name in names]
if filter_text:
texts.append(f"Found {len(locations)} done location checks, displaying {len(names)} of them.")
@@ -1847,11 +1839,6 @@ def update_client_status(ctx: Context, client: Client, new_status: ClientStatus)
if current != ClientStatus.CLIENT_GOAL: # can't undo goal completion
if new_status == ClientStatus.CLIENT_GOAL:
ctx.on_goal_achieved(client)
# if player has yet to ever connect to the server, they will not be in client_game_state
if all(player in ctx.client_game_state and ctx.client_game_state[player] == ClientStatus.CLIENT_GOAL
for player in ctx.player_names
if player[0] == client.team and player[1] != client.slot):
ctx.broadcast_text_all(f"Team #{client.team + 1} has completed all of their games! Congratulations!")
ctx.client_game_state[client.team, client.slot] = new_status
ctx.on_client_status_change(client.team, client.slot)
@@ -1905,7 +1892,7 @@ class ServerCommandProcessor(CommonCommandProcessor):
@mark_raw
def _cmd_alias(self, player_name_then_alias_name):
"""Set a player's alias, by listing their base name and then their intended alias."""
player_name, _, alias_name = player_name_then_alias_name.partition(" ")
player_name, alias_name = player_name_then_alias_name.split(" ", 1)
player_name, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
for (team, slot), name in self.ctx.player_names.items():
@@ -2105,8 +2092,8 @@ class ServerCommandProcessor(CommonCommandProcessor):
if full_name.isnumeric():
location, usable, response = int(full_name), True, None
elif game in self.ctx.all_location_and_group_names:
location, usable, response = get_intended_text(full_name, self.ctx.all_location_and_group_names[game])
elif self.ctx.location_names_for_game(game) is not None:
location, usable, response = get_intended_text(full_name, self.ctx.location_names_for_game(game))
else:
self.output("Can't look up location for unknown game. Hint for ID instead.")
return False
@@ -2114,11 +2101,6 @@ class ServerCommandProcessor(CommonCommandProcessor):
if usable:
if isinstance(location, int):
hints = collect_hint_location_id(self.ctx, team, slot, location)
elif game in self.ctx.location_name_groups and location in self.ctx.location_name_groups[game]:
hints = []
for loc_name_from_group in self.ctx.location_name_groups[game][location]:
if loc_name_from_group in self.ctx.location_names_for_game(game):
hints.extend(collect_hint_location_name(self.ctx, team, slot, loc_name_from_group))
else:
hints = collect_hint_location_name(self.ctx, team, slot, location)
if hints:
@@ -2134,47 +2116,32 @@ class ServerCommandProcessor(CommonCommandProcessor):
self.output(response)
return False
def _cmd_option(self, option_name: str, option_value: str):
"""Set an option for the server."""
value_type = self.ctx.simple_options.get(option_name, None)
if not value_type:
known_options = (f"{option}: {option_type}" for option, option_type in self.ctx.simple_options.items())
self.output(f"Unrecognized option '{option_name}', known: {', '.join(known_options)}")
def _cmd_option(self, option_name: str, option: str):
"""Set options for the server."""
attrtype = self.ctx.simple_options.get(option_name, None)
if attrtype:
if attrtype == bool:
def attrtype(input_text: str):
return input_text.lower() not in {"off", "0", "false", "none", "null", "no"}
elif attrtype == str and option_name.endswith("password"):
def attrtype(input_text: str):
if input_text.lower() in {"null", "none", '""', "''"}:
return None
return input_text
setattr(self.ctx, option_name, attrtype(option))
self.output(f"Set option {option_name} to {getattr(self.ctx, option_name)}")
if option_name in {"release_mode", "remaining_mode", "collect_mode"}:
self.ctx.broadcast_all([{"cmd": "RoomUpdate", 'permissions': get_permissions(self.ctx)}])
elif option_name in {"hint_cost", "location_check_points"}:
self.ctx.broadcast_all([{"cmd": "RoomUpdate", option_name: getattr(self.ctx, option_name)}])
return True
else:
known = (f"{option}:{otype}" for option, otype in self.ctx.simple_options.items())
self.output(f"Unrecognized Option {option_name}, known: "
f"{', '.join(known)}")
return False
if value_type == bool:
def value_type(input_text: str):
return input_text.lower() not in {"off", "0", "false", "none", "null", "no"}
elif value_type == str and option_name.endswith("password"):
def value_type(input_text: str):
return None if input_text.lower() in {"null", "none", '""', "''"} else input_text
elif value_type == str and option_name.endswith("mode"):
valid_values = {"goal", "enabled", "disabled"}
valid_values.update(("auto", "auto_enabled") if option_name != "remaining_mode" else [])
if option_value.lower() not in valid_values:
self.output(f"Unrecognized {option_name} value '{option_value}', known: {', '.join(valid_values)}")
return False
setattr(self.ctx, option_name, value_type(option_value))
self.output(f"Set option {option_name} to {getattr(self.ctx, option_name)}")
if option_name in {"release_mode", "remaining_mode", "collect_mode"}:
self.ctx.broadcast_all([{"cmd": "RoomUpdate", 'permissions': get_permissions(self.ctx)}])
elif option_name in {"hint_cost", "location_check_points"}:
self.ctx.broadcast_all([{"cmd": "RoomUpdate", option_name: getattr(self.ctx, option_name)}])
return True
def _cmd_datastore(self):
"""Debug Tool: list writable datastorage keys and approximate the size of their values with pickle."""
total: int = 0
texts = []
for key, value in self.ctx.stored_data.items():
size = len(pickle.dumps(value))
total += size
texts.append(f"Key: {key} | Size: {size}B")
texts.insert(0, f"Found {len(self.ctx.stored_data)} keys, "
f"approximately totaling {Utils.format_SI_prefix(total, power=1024)}B")
self.output("\n".join(texts))
async def console(ctx: Context):
import sys

View File

@@ -7,7 +7,6 @@ import math
import numbers
import random
import typing
import enum
from copy import deepcopy
from dataclasses import dataclass
@@ -21,15 +20,6 @@ if typing.TYPE_CHECKING:
import pathlib
class Visibility(enum.IntFlag):
none = 0b0000
template = 0b0001
simple_ui = 0b0010 # show option in simple menus, such as player-options
complex_ui = 0b0100 # show option in complex menus, such as weighted-options
spoiler = 0b1000
all = 0b1111
class AssembleOptions(abc.ABCMeta):
def __new__(mcs, name, bases, attrs):
options = attrs["options"] = {}
@@ -112,7 +102,6 @@ T = typing.TypeVar('T')
class Option(typing.Generic[T], metaclass=AssembleOptions):
value: T
default: typing.ClassVar[typing.Any] # something that __init__ will be able to convert to the correct type
visibility = Visibility.all
# convert option_name_long into Name Long as display_name, otherwise name_long is the result.
# Handled in get_option_name()
@@ -384,8 +373,7 @@ class Toggle(NumericOption):
default = 0
def __init__(self, value: int):
# if user puts in an invalid value, make it valid
value = int(bool(value))
assert value == 0 or value == 1, "value of Toggle can only be 0 or 1"
self.value = value
@classmethod
@@ -1125,18 +1113,6 @@ class ItemLinks(OptionList):
raise Exception(f"item_link {link['name']} has {intersection} "
f"items in both its local_items and non_local_items pool.")
link.setdefault("link_replacement", None)
link["item_pool"] = list(pool)
class Removed(FreeText):
"""This Option has been Removed."""
default = ""
visibility = Visibility.none
def __init__(self, value: str):
if value:
raise Exception("Option removed, please update your options file.")
super().__init__(value)
@dataclass
@@ -1194,10 +1170,7 @@ def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], ge
for game_name, world in AutoWorldRegister.world_types.items():
if not world.hidden or generate_hidden:
all_options: typing.Dict[str, AssembleOptions] = {
option_name: option for option_name, option in world.options_dataclass.type_hints.items()
if option.visibility & Visibility.template
}
all_options: typing.Dict[str, AssembleOptions] = world.options_dataclass.type_hints
with open(local_path("data", "options.yaml")) as f:
file_data = f.read()

View File

@@ -85,7 +85,6 @@ class SNIClientCommandProcessor(ClientCommandProcessor):
"""Close connection to a currently connected snes"""
self.ctx.snes_reconnect_address = None
self.ctx.cancel_snes_autoreconnect()
self.ctx.snes_state = SNESState.SNES_DISCONNECTED
if self.ctx.snes_socket and not self.ctx.snes_socket.closed:
async_start(self.ctx.snes_socket.close())
return True
@@ -565,12 +564,16 @@ async def snes_write(ctx: SNIContext, write_list: typing.List[typing.Tuple[int,
PutAddress_Request: SNESRequest = {"Opcode": "PutAddress", "Operands": [], 'Space': 'SNES'}
try:
for address, data in write_list:
PutAddress_Request['Operands'] = [hex(address)[2:], hex(min(len(data), 256))[2:]]
if ctx.snes_socket is not None:
await ctx.snes_socket.send(dumps(PutAddress_Request))
await ctx.snes_socket.send(data)
else:
snes_logger.warning(f"Could not send data to SNES: {data}")
while data:
# Divide the write into packets of 256 bytes.
PutAddress_Request['Operands'] = [hex(address)[2:], hex(min(len(data), 256))[2:]]
if ctx.snes_socket is not None:
await ctx.snes_socket.send(dumps(PutAddress_Request))
await ctx.snes_socket.send(data[:256])
address += 256
data = data[256:]
else:
snes_logger.warning(f"Could not send data to SNES: {data}")
except ConnectionClosed:
return False

View File

@@ -46,7 +46,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.4.6"
__version__ = "0.4.5"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")

View File

@@ -23,6 +23,7 @@ def get_app():
from WebHostLib import register, cache, app as raw_app
from WebHostLib.models import db
register()
app = raw_app
if os.path.exists(configpath) and not app.config["TESTING"]:
import yaml
@@ -33,7 +34,6 @@ def get_app():
app.config["HOST_ADDRESS"] = Utils.get_public_ipv4()
logging.info(f"HOST_ADDRESS was set to {app.config['HOST_ADDRESS']}")
register()
cache.init_app(app)
db.bind(**app.config["PONY"])
db.generate_mapping(create_tables=True)

View File

@@ -51,7 +51,6 @@ app.config["PONY"] = {
app.config["MAX_ROLL"] = 20
app.config["CACHE_TYPE"] = "SimpleCache"
app.config["HOST_ADDRESS"] = ""
app.config["ASSET_RIGHTS"] = False
cache = Cache()
Compress(app)
@@ -83,6 +82,6 @@ def register():
from WebHostLib.customserver import run_server_process
# to trigger app routing picking up on it
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc
app.register_blueprint(api.api_endpoints)

View File

@@ -2,9 +2,8 @@
from typing import List, Tuple
from uuid import UUID
from flask import Blueprint, abort, url_for
from flask import Blueprint, abort
import worlds.Files
from .. import cache
from ..models import Room, Seed
@@ -22,30 +21,12 @@ def room_info(room: UUID):
room = Room.get(id=room)
if room is None:
return abort(404)
def supports_apdeltapatch(game: str):
return game in worlds.Files.AutoPatchRegister.patch_types
downloads = []
for slot in sorted(room.seed.slots):
if slot.data and not supports_apdeltapatch(slot.game):
slot_download = {
"slot": slot.player_id,
"download": url_for("download_slot_file", room_id=room.id, player_id=slot.player_id)
}
downloads.append(slot_download)
elif slot.data:
slot_download = {
"slot": slot.player_id,
"download": url_for("download_patch", patch_id=slot.id, room_id=room.id)
}
downloads.append(slot_download)
return {
"tracker": room.tracker,
"players": get_players(room.seed),
"last_port": room.last_port,
"last_activity": room.last_activity,
"timeout": room.timeout,
"downloads": downloads,
"timeout": room.timeout
}

View File

@@ -108,10 +108,7 @@ def roll_options(options: Dict[str, Union[dict, str]],
rolled_results[f"{filename}/{i + 1}"] = roll_settings(yaml_data,
plando_options=plando_options)
except Exception as e:
if e.__cause__:
results[filename] = f"Failed to generate options in {filename}: {e} - {e.__cause__}"
else:
results[filename] = f"Failed to generate options in {filename}: {e}"
results[filename] = f"Failed to generate options in {filename}: {e}"
else:
results[filename] = True
return results, rolled_results

View File

@@ -45,15 +45,7 @@ def create():
}
game_options = {}
visible: typing.Set[str] = set()
visible_weighted: typing.Set[str] = set()
for option_name, option in all_options.items():
if option.visibility & Options.Visibility.simple_ui:
visible.add(option_name)
if option.visibility & Options.Visibility.complex_ui:
visible_weighted.add(option_name)
if option_name in handled_in_js:
pass
@@ -124,6 +116,8 @@ def create():
else:
logging.debug(f"{option} not exported to Web Options.")
player_options["gameOptions"] = game_options
player_options["presetOptions"] = {}
for preset_name, preset in world.web.options_presets.items():
player_options["presetOptions"][preset_name] = {}
@@ -162,23 +156,12 @@ def create():
os.makedirs(os.path.join(target_folder, 'player-options'), exist_ok=True)
filtered_player_options = player_options
filtered_player_options["gameOptions"] = {
option_name: option_data for option_name, option_data in game_options.items()
if option_name in visible
}
with open(os.path.join(target_folder, 'player-options', game_name + ".json"), "w") as f:
json.dump(filtered_player_options, f, indent=2, separators=(',', ': '))
filtered_player_options["gameOptions"] = {
option_name: option_data for option_name, option_data in game_options.items()
if option_name in visible_weighted
}
json.dump(player_options, f, indent=2, separators=(',', ': '))
if not world.hidden and world.web.options_page is True:
# Add the random option to Choice, TextChoice, and Toggle options
for option in filtered_player_options["gameOptions"].values():
for option in game_options.values():
if option["type"] == "select":
option["options"].append({"name": "Random", "value": "random"})
@@ -187,7 +170,7 @@ def create():
weighted_options["baseOptions"]["game"][game_name] = 0
weighted_options["games"][game_name] = {
"gameSettings": filtered_player_options["gameOptions"],
"gameSettings": game_options,
"gameItems": tuple(world.item_names),
"gameItemGroups": [
group for group in world.item_name_groups.keys() if group != "Everything"

View File

@@ -1,14 +0,0 @@
from WebHostLib import app
from flask import abort
from . import cache
@cache.cached()
@app.route('/robots.txt')
def robots():
# If this host is not official, do not allow search engine crawling
if not app.config["ASSET_RIGHTS"]:
return app.send_static_file('robots.txt')
# Send 404 if the host has affirmed this to be the official WebHost
abort(404)

View File

@@ -0,0 +1,20 @@
window.addEventListener('load', () => {
const url = window.location;
setInterval(() => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
// Create a fake DOM using the returned HTML
const domParser = new DOMParser();
const fakeDOM = domParser.parseFromString(ajax.responseText, 'text/html');
// Update item and location trackers
document.getElementById('inventory-table').innerHTML = fakeDOM.getElementById('inventory-table').innerHTML;
document.getElementById('location-table').innerHTML = fakeDOM.getElementById('location-table').innerHTML;
};
ajax.open('GET', url);
ajax.send();
}, 15000)
});

View File

@@ -1,20 +0,0 @@
User-agent: Googlebot
Disallow: /
User-agent: APIs-Google
Disallow: /
User-agent: AdsBot-Google-Mobile
Disallow: /
User-agent: AdsBot-Google-Mobile
Disallow: /
User-agent: Mediapartners-Google
Disallow: /
User-agent: Google-Safety
Disallow: /
User-agent: *
Disallow: /

View File

@@ -0,0 +1,75 @@
#player-tracker-wrapper{
margin: 0;
font-family: LexendDeca-Light, sans-serif;
color: white;
font-size: 14px;
}
#inventory-table{
border-top: 2px solid #000000;
border-left: 2px solid #000000;
border-right: 2px solid #000000;
border-top-left-radius: 4px;
border-top-right-radius: 4px;
padding: 3px 3px 10px;
width: 284px;
background-color: #42b149;
}
#inventory-table td{
width: 40px;
height: 40px;
text-align: center;
vertical-align: middle;
}
#inventory-table img{
height: 100%;
max-width: 40px;
max-height: 40px;
filter: grayscale(100%) contrast(75%) brightness(75%);
}
#inventory-table img.acquired{
filter: none;
}
#inventory-table img.powder-fix{
width: 35px;
height: 35px;
}
#location-table{
width: 284px;
border-left: 2px solid #000000;
border-right: 2px solid #000000;
border-bottom: 2px solid #000000;
border-bottom-left-radius: 4px;
border-bottom-right-radius: 4px;
background-color: #42b149;
padding: 0 3px 3px;
}
#location-table th{
vertical-align: middle;
text-align: center;
padding-right: 10px;
}
#location-table td{
padding-top: 2px;
padding-bottom: 2px;
padding-right: 5px;
line-height: 20px;
}
#location-table td.counter{
padding-right: 8px;
text-align: right;
}
#location-table img{
height: 100%;
max-width: 30px;
max-height: 30px;
}

View File

@@ -1,142 +0,0 @@
@import url('https://fonts.googleapis.com/css2?family=Lexend+Deca:wght@100..900&display=swap');
.tracker-container {
width: 440px;
box-sizing: border-box;
font-family: "Lexend Deca", Arial, Helvetica, sans-serif;
border: 2px solid black;
border-radius: 4px;
resize: both;
background-color: #42b149;
color: white;
}
.hidden {
visibility: hidden;
}
/** Inventory Grid ****************************************************************************************************/
.inventory-grid {
display: grid;
grid-template-columns: repeat(6, minmax(0, 1fr));
padding: 1rem;
gap: 1rem;
}
.inventory-grid .item {
position: relative;
display: flex;
justify-content: center;
height: 48px;
}
.inventory-grid .dual-item {
display: flex;
justify-content: center;
}
.inventory-grid .missing {
/* Missing items will be in full grayscale to signify "uncollected". */
filter: grayscale(100%) contrast(75%) brightness(75%);
}
.inventory-grid .item img,
.inventory-grid .dual-item img {
display: flex;
align-items: center;
text-align: center;
font-size: 0.8rem;
text-shadow: 0 1px 2px black;
font-weight: bold;
image-rendering: crisp-edges;
background-size: contain;
background-repeat: no-repeat;
}
.inventory-grid .dual-item img {
height: 48px;
margin: 0 -4px;
}
.inventory-grid .dual-item img:first-child {
align-self: flex-end;
}
.inventory-grid .item .quantity {
position: absolute;
bottom: 0;
right: 0;
text-align: right;
font-weight: 600;
font-size: 1.75rem;
line-height: 1.75rem;
text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000;
user-select: none;
}
/** Regions List ******************************************************************************************************/
.regions-list {
padding: 1rem;
}
.regions-list summary {
list-style: none;
display: flex;
gap: 0.5rem;
cursor: pointer;
}
.regions-list summary::before {
content: "⯈";
width: 1em;
flex-shrink: 0;
}
.regions-list details {
font-weight: 300;
}
.regions-list details[open] > summary::before {
content: "⯆";
}
.regions-list .region {
width: 100%;
display: grid;
grid-template-columns: 20fr 8fr 2fr 2fr;
align-items: center;
gap: 4px;
text-align: center;
font-weight: 300;
box-sizing: border-box;
}
.regions-list .region :first-child {
text-align: left;
font-weight: 500;
}
.regions-list .region.region-header {
margin-left: 24px;
width: calc(100% - 24px);
padding: 2px;
}
.regions-list .location-rows {
border-top: 1px solid white;
display: grid;
grid-template-columns: auto 32px;
font-weight: 300;
padding: 2px 8px;
margin-top: 4px;
font-size: 0.8rem;
}
.regions-list .location-rows :nth-child(even) {
text-align: right;
}

View File

@@ -0,0 +1,86 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/globalStyles.css") }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/lttp-tracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/lttp-tracker.js") }}"></script>
</head>
<body>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ bow_url }}" class="{{ 'acquired' if bow_acquired }}" /></td>
<td><img src="{{ icons["Blue Boomerang"] }}" class="{{ 'acquired' if 'Blue Boomerang' in acquired_items }}" /></td>
<td><img src="{{ icons["Red Boomerang"] }}" class="{{ 'acquired' if 'Red Boomerang' in acquired_items }}" /></td>
<td><img src="{{ icons["Hookshot"] }}" class="{{ 'acquired' if 'Hookshot' in acquired_items }}" /></td>
<td><img src="{{ icons["Magic Powder"] }}" class="powder-fix {{ 'acquired' if 'Magic Powder' in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Fire Rod"] }}" class="{{ 'acquired' if "Fire Rod" in acquired_items }}" /></td>
<td><img src="{{ icons["Ice Rod"] }}" class="{{ 'acquired' if "Ice Rod" in acquired_items }}" /></td>
<td><img src="{{ icons["Bombos"] }}" class="{{ 'acquired' if "Bombos" in acquired_items }}" /></td>
<td><img src="{{ icons["Ether"] }}" class="{{ 'acquired' if "Ether" in acquired_items }}" /></td>
<td><img src="{{ icons["Quake"] }}" class="{{ 'acquired' if "Quake" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Lamp"] }}" class="{{ 'acquired' if "Lamp" in acquired_items }}" /></td>
<td><img src="{{ icons["Hammer"] }}" class="{{ 'acquired' if "Hammer" in acquired_items }}" /></td>
<td><img src="{{ icons["Flute"] }}" class="{{ 'acquired' if "Flute" in acquired_items }}" /></td>
<td><img src="{{ icons["Bug Catching Net"] }}" class="{{ 'acquired' if "Bug Catching Net" in acquired_items }}" /></td>
<td><img src="{{ icons["Book of Mudora"] }}" class="{{ 'acquired' if "Book of Mudora" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Bottle"] }}" class="{{ 'acquired' if "Bottle" in acquired_items }}" /></td>
<td><img src="{{ icons["Cane of Somaria"] }}" class="{{ 'acquired' if "Cane of Somaria" in acquired_items }}" /></td>
<td><img src="{{ icons["Cane of Byrna"] }}" class="{{ 'acquired' if "Cane of Byrna" in acquired_items }}" /></td>
<td><img src="{{ icons["Cape"] }}" class="{{ 'acquired' if "Cape" in acquired_items }}" /></td>
<td><img src="{{ icons["Magic Mirror"] }}" class="{{ 'acquired' if "Magic Mirror" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Pegasus Boots"] }}" class="{{ 'acquired' if "Pegasus Boots" in acquired_items }}" /></td>
<td><img src="{{ glove_url }}" class="{{ 'acquired' if glove_acquired }}" /></td>
<td><img src="{{ icons["Flippers"] }}" class="{{ 'acquired' if "Flippers" in acquired_items }}" /></td>
<td><img src="{{ icons["Moon Pearl"] }}" class="{{ 'acquired' if "Moon Pearl" in acquired_items }}" /></td>
<td><img src="{{ icons["Mushroom"] }}" class="{{ 'acquired' if "Mushroom" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ sword_url }}" class="{{ 'acquired' if sword_acquired }}" /></td>
<td><img src="{{ shield_url }}" class="{{ 'acquired' if shield_acquired }}" /></td>
<td><img src="{{ mail_url }}" class="acquired" /></td>
<td><img src="{{ icons["Shovel"] }}" class="{{ 'acquired' if "Shovel" in acquired_items }}" /></td>
<td><img src="{{ icons["Triforce"] }}" class="{{ 'acquired' if "Triforce" in acquired_items }}" /></td>
</tr>
</table>
<table id="location-table">
<tr>
<th></th>
<th class="counter"><img src="{{ icons["Chest"] }}" /></th>
{% if key_locations and "Universal" not in key_locations %}
<th class="counter"><img src="{{ icons["Small Key"] }}" /></th>
{% endif %}
{% if big_key_locations %}
<th><img src="{{ icons["Big Key"] }}" /></th>
{% endif %}
</tr>
{% for area in sp_areas %}
<tr>
<td>{{ area }}</td>
<td class="counter">{{ checks_done[area] }} / {{ checks_in_area[area] }}</td>
{% if key_locations and "Universal" not in key_locations %}
<td class="counter">
{{ inventory[small_key_ids[area]] if area in key_locations else '—' }}
</td>
{% endif %}
{% if big_key_locations %}
<td>
{{ '✔' if area in big_key_locations and inventory[big_key_ids[area]] else ('—' if area not in big_key_locations else '') }}
</td>
{% endif %}
</tr>
{% endfor %}
</table>
</div>
</body>
</html>

View File

@@ -47,6 +47,9 @@
{% elif patch.game | supports_apdeltapatch %}
<a href="{{ url_for("download_patch", patch_id=patch.id, room_id=room.id) }}" download>
Download Patch File...</a>
{% elif patch.game == "Dark Souls III" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download JSON File...</a>
{% elif patch.game == "Final Fantasy Mystic Quest" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APMQ File...</a>

View File

@@ -6,42 +6,52 @@
{% endblock %}
{# List all tracker-relevant icons. Format: (Name, Image URL) #}
{% set icons = {
"Blue Shield": "https://www.zeldadungeon.net/wiki/images/thumb/c/c3/FightersShield-ALttP-Sprite.png/100px-FightersShield-ALttP-Sprite.png",
"Red Shield": "https://www.zeldadungeon.net/wiki/images/thumb/9/9e/FireShield-ALttP-Sprite.png/111px-FireShield-ALttP-Sprite.png",
"Mirror Shield": "https://www.zeldadungeon.net/wiki/images/thumb/e/e3/MirrorShield-ALttP-Sprite.png/105px-MirrorShield-ALttP-Sprite.png",
"Progressive Sword": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/c/cc/ALttP_Master_Sword_Sprite.png",
"Progressive Bow": "https://www.zeldadungeon.net/wiki/images/thumb/8/8c/BowArrows-ALttP-Sprite.png/120px-BowArrows-ALttP-Sprite.png",
"Progressive Glove": "https://www.zeldadungeon.net/wiki/images/thumb/4/41/PowerGlove-ALttP-Sprite.png/105px-PowerGlove-ALttP-Sprite.png",
"Pegasus Boots": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Pegasus_Shoes_Sprite.png",
"Flippers": "https://www.zeldadungeon.net/wiki/images/thumb/b/bc/ZoraFlippers-ALttP-Sprite.png/112px-ZoraFlippers-ALttP-Sprite.png",
"Moon Pearl": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Moon_Pearl_Sprite.png",
"Blue Boomerang": "https://www.zeldadungeon.net/wiki/images/thumb/f/f0/Boomerang-ALttP-Sprite.png/86px-Boomerang-ALttP-Sprite.png",
"Red Boomerang": "https://www.zeldadungeon.net/wiki/images/thumb/3/3c/MagicalBoomerang-ALttP-Sprite.png/86px-MagicalBoomerang-ALttP-Sprite.png",
"Hookshot": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/24/Hookshot.png",
"Mushroom": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/35/ALttP_Mushroom_Sprite.png",
"Magic Powder": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Powder_Sprite.png",
"Fire Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d6/FireRod.png",
"Ice Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d7/ALttP_Ice_Rod_Sprite.png",
"Bombos": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/8c/ALttP_Bombos_Medallion_Sprite.png",
"Ether": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/Ether.png",
"Quake": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/56/ALttP_Quake_Medallion_Sprite.png",
"Lamp": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Lantern_Sprite.png",
"Hammer": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d1/ALttP_Hammer_Sprite.png",
"Shovel": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c4/ALttP_Shovel_Sprite.png",
"Flute": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/db/Flute.png",
"Bug Catching Net": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/54/Bug-CatchingNet.png",
"Book of Mudora": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/22/ALttP_Book_of_Mudora_Sprite.png",
"Bottles": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ef/ALttP_Magic_Bottle_Sprite.png",
"Cane of Somaria": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e1/ALttP_Cane_of_Somaria_Sprite.png",
"Cane of Byrna": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Cane_of_Byrna_Sprite.png",
"Cape": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1c/ALttP_Magic_Cape_Sprite.png",
"Magic Mirror": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Mirror_Sprite.png",
"Triforce": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/4/4e/TriforceALttPTitle.png",
{%- set icons = {
"Blue Shield": "https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png",
"Red Shield": "https://www.zeldadungeon.net/wiki/images/5/55/Fire-Shield.png",
"Mirror Shield": "https://www.zeldadungeon.net/wiki/images/8/84/Mirror-Shield.png",
"Fighter Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/40/SFighterSword.png?width=1920",
"Master Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/6/65/SMasterSword.png?width=1920",
"Tempered Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/9/92/STemperedSword.png?width=1920",
"Golden Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/2/28/SGoldenSword.png?width=1920",
"Bow": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=5f85a70e6366bf473544ef93b274f74c",
"Silver Bow": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/6/65/Bow.png?width=1920",
"Green Mail": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c9/SGreenTunic.png?width=1920",
"Blue Mail": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/9/98/SBlueTunic.png?width=1920",
"Red Mail": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/7/74/SRedTunic.png?width=1920",
"Power Glove": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/f/f5/SPowerGlove.png?width=1920",
"Titan Mitts": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Progressive Sword": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/cc/ALttP_Master_Sword_Sprite.png?version=55869db2a20e157cd3b5c8f556097725",
"Pegasus Boots": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Pegasus_Shoes_Sprite.png?version=405f42f97240c9dcd2b71ffc4bebc7f9",
"Progressive Glove": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Flippers": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/4c/ZoraFlippers.png?width=1920",
"Moon Pearl": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Moon_Pearl_Sprite.png?version=d601542d5abcc3e006ee163254bea77e",
"Progressive Bow": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=cfb7648b3714cccc80e2b17b2adf00ed",
"Blue Boomerang": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c3/ALttP_Boomerang_Sprite.png?version=96127d163759395eb510b81a556d500e",
"Red Boomerang": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Magical_Boomerang_Sprite.png?version=47cddce7a07bc3e4c2c10727b491f400",
"Hookshot": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/24/Hookshot.png?version=c90bc8e07a52e8090377bd6ef854c18b",
"Mushroom": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/35/ALttP_Mushroom_Sprite.png?version=1f1acb30d71bd96b60a3491e54bbfe59",
"Magic Powder": "https://www.zeldadungeon.net/wiki/images/thumb/6/62/MagicPowder-ALttP-Sprite.png/86px-MagicPowder-ALttP-Sprite.png",
"Fire Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d6/FireRod.png?version=6eabc9f24d25697e2c4cd43ddc8207c0",
"Ice Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d7/ALttP_Ice_Rod_Sprite.png?version=1f944148223d91cfc6a615c92286c3bc",
"Bombos": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/8c/ALttP_Bombos_Medallion_Sprite.png?version=f4d6aba47fb69375e090178f0fc33b26",
"Ether": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/Ether.png?version=34027651a5565fcc5a83189178ab17b5",
"Quake": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/56/ALttP_Quake_Medallion_Sprite.png?version=efd64d451b1831bd59f7b7d6b61b5879",
"Lamp": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Lantern_Sprite.png?version=e76eaa1ec509c9a5efb2916698d5a4ce",
"Hammer": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d1/ALttP_Hammer_Sprite.png?version=e0adec227193818dcaedf587eba34500",
"Shovel": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c4/ALttP_Shovel_Sprite.png?version=e73d1ce0115c2c70eaca15b014bd6f05",
"Flute": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/db/Flute.png?version=ec4982b31c56da2c0c010905c5c60390",
"Bug Catching Net": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/54/Bug-CatchingNet.png?version=4d40e0ee015b687ff75b333b968d8be6",
"Book of Mudora": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/22/ALttP_Book_of_Mudora_Sprite.png?version=11e4632bba54f6b9bf921df06ac93744",
"Bottle": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ef/ALttP_Magic_Bottle_Sprite.png?version=fd98ab04db775270cbe79fce0235777b",
"Cane of Somaria": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e1/ALttP_Cane_of_Somaria_Sprite.png?version=8cc1900dfd887890badffc903bb87943",
"Cane of Byrna": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Cane_of_Byrna_Sprite.png?version=758b607c8cbe2cf1900d42a0b3d0fb54",
"Cape": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1c/ALttP_Magic_Cape_Sprite.png?version=6b77f0d609aab0c751307fc124736832",
"Magic Mirror": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Mirror_Sprite.png?version=e035dbc9cbe2a3bd44aa6d047762b0cc",
"Triforce": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/4/4e/TriforceALttPTitle.png?version=dc398e1293177581c16303e4f9d12a48",
"Triforce Piece": "https://www.zeldadungeon.net/wiki/images/thumb/5/54/Triforce_Fragment_-_BS_Zelda.png/62px-Triforce_Fragment_-_BS_Zelda.png",
"Bombs": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/38/ALttP_Bomb_Sprite.png",
"Small Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/f/f1/ALttP_Small_Key_Sprite.png",
"Big Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Big_Key_Sprite.png",
"Small Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/f/f1/ALttP_Small_Key_Sprite.png?version=4f35d92842f0de39d969181eea03774e",
"Big Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Big_Key_Sprite.png?version=136dfa418ba76c8b4e270f466fc12f4d",
"Chest": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Treasure_Chest_Sprite.png?version=5f530ecd98dcb22251e146e8049c0dda",
"Light World": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e7/ALttP_Soldier_Green_Sprite.png?version=d650d417934cd707a47e496489c268a6",
"Dark World": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/94/ALttP_Moblin_Sprite.png?version=ebf50e33f4657c377d1606bcc0886ddc",
@@ -58,93 +68,33 @@
"Misery Mire": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/85/ALttP_Vitreous_Sprite.png?version=92b2e9cb0aa63f831760f08041d8d8d8",
"Turtle Rock": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/91/ALttP_Trinexx_Sprite.png?version=0cc867d513952aa03edd155597a0c0be",
"Ganons Tower": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Ganon_Sprite.png?version=956f51f054954dfff53c1a9d4f929c74",
} %}
{% set inventory_order = [
"Progressive Sword",
"Progressive Bow",
"Blue Boomerang",
"Red Boomerang",
"Hookshot",
"Bombs",
"Mushroom",
"Magic Powder",
"Fire Rod",
"Ice Rod",
"Bombos",
"Ether",
"Quake",
"Lamp",
"Hammer",
"Flute",
"Bug Catching Net",
"Book of Mudora",
"Cane of Somaria",
"Cane of Byrna",
"Cape",
"Magic Mirror",
"Shovel",
"Pegasus Boots",
"Flippers",
"Progressive Glove",
"Moon Pearl",
"Bottles",
"Triforce Piece",
"Triforce",
] %}
{% set dungeon_keys = {
"Hyrule Castle": ("Small Key (Hyrule Castle)", "Big Key (Hyrule Castle)"),
"Agahnims Tower": ("Small Key (Agahnims Tower)", "Big Key (Agahnims Tower)"),
"Eastern Palace": ("Small Key (Eastern Palace)", "Big Key (Eastern Palace)"),
"Desert Palace": ("Small Key (Desert Palace)", "Big Key (Desert Palace)"),
"Tower of Hera": ("Small Key (Tower of Hera)", "Big Key (Tower of Hera)"),
"Palace of Darkness": ("Small Key (Palace of Darkness)", "Big Key (Palace of Darkness)"),
"Thieves Town": ("Small Key (Thieves Town)", "Big Key (Thieves Town)"),
"Skull Woods": ("Small Key (Skull Woods)", "Big Key (Skull Woods)"),
"Swamp Palace": ("Small Key (Swamp Palace)", "Big Key (Swamp Palace)"),
"Ice Palace": ("Small Key (Ice Palace)", "Big Key (Ice Palace)"),
"Misery Mire": ("Small Key (Misery Mire)", "Big Key (Misery Mire)"),
"Turtle Rock": ("Small Key (Turtle Rock)", "Big Key (Turtle Rock)"),
"Ganons Tower": ("Small Key (Ganons Tower)", "Big Key (Ganons Tower)"),
} %}
{% set multi_items = [
"Progressive Sword",
"Progressive Glove",
"Progressive Bow",
"Bottles",
"Triforce Piece",
] %}
} -%}
{%- block custom_table_headers %}
{#- macro that creates a table header with display name and image -#}
{%- macro make_header(name, img_src) %}
<th class="center-column">
<img height="24" src="{{ img_src }}" title="{{ name }}" alt="{{ name }}">
</th>
{% endmacro -%}
{#- macro that creates a table header with display name and image -#}
{%- macro make_header(name, img_src) %}
<th class="center-column">
<img height="24" src="{{ img_src }}" title="{{ name }}" alt="{{ name }}" />
</th>
{% endmacro -%}
{#- call the macro to build the table header -#}
{%- for item in inventory_order %}
{%- if item in icons -%}
<th class="center-column">
<img class="icon-sprite" src="{{ icons[item] }}" alt="{{ item | e }}" title="{{ item | e }}">
</th>
{%- endif %}
{% endfor -%}
{#- call the macro to build the table header -#}
{%- for name in tracking_names %}
{%- if name in icons -%}
<th class="center-column">
<img class="icon-sprite" src="{{ icons[name] }}" alt="{{ name | e }}" title="{{ name | e }}" />
</th>
{%- endif %}
{% endfor -%}
{% endblock %}
{# build each row of custom entries #}
{% block custom_table_row scoped %}
{%- for item in inventory_order -%}
{%- if inventories[(team, player)][item] -%}
{%- for id in tracking_ids -%}
{# {{ checks }}#}
{%- if inventories[(team, player)][id] -%}
<td class="center-column item-acquired">
{% if item in multi_items %}
{{ inventories[(team, player)][item] }}
{% else %}
✔️
{% endif %}
{% if id in multi_items %}{{ inventories[(team, player)][id] }}{% else %}✔️{% endif %}
</td>
{%- else -%}
<td></td>
@@ -154,95 +104,102 @@
{% block custom_tables %}
{% for team in total_team_locations %}
<div class="table-wrapper">
<table class="table non-unique-item-table">
<thead>
<tr>
<th rowspan="2">#</th>
<th rowspan="2">Name</th>
{% for region in known_regions %}
{% set colspan = 1 %}
{% if region == "Agahnims Tower" %}
{% set colspan = 2 %}
{% elif region in dungeon_keys %}
{% set colspan = 3 %}
{% endif %}
{% if region in icons %}
<th colspan="{{ colspan }}" class="center-column upper-row">
<img class="icon-sprite" src="{{ icons[region] }}" alt="{{ region }}" title="{{ region }}">
</th>
{% else %}
<th colspan="{{ colspan }}" class="center-column">{{ region }}</th>
{% endif %}
{% endfor %}
<th class="center-column">Total</th>
</tr>
<tr>
{% for region in known_regions %}
<th class="center-column lower-row fraction">
<img class="icon-sprite" src="{{ icons["Chest"] }}" alt="Checks" title="Checks Complete">
</th>
{% if region in dungeon_keys %}
<th class="center-column lower-row number">
<img class="icon-sprite" src="{{ icons["Small Key"] }}" alt="Small Key" title="Small Keys">
</th>
{# Special check just for Agahnims Tower, which has no big keys. #}
{% if region != "Agahnims Tower" %}
<th class="center-column lower-row number">
<img class="icon-sprite" src="{{ icons["Big Key"] }}" alt="Big Key" title="Big Keys">
</th>
{% endif %}
{% endif %}
{% endfor %}
{# For "total" checks #}
{% for team, _ in total_team_locations.items() %}
<div class="table-wrapper">
<table id="area-table" class="table non-unique-item-table">
<thead>
<tr>
<th rowspan="2">#</th>
<th rowspan="2">Name</th>
{% for area in ordered_areas %}
{% set colspan = 1 %}
{% if area in key_locations %}
{% set colspan = colspan + 1 %}
{% endif %}
{% if area in big_key_locations %}
{% set colspan = colspan + 1 %}
{% endif %}
{% if area in icons %}
<th colspan="{{ colspan }}" class="center-column upper-row">
<img class="icon-sprite" src="{{ icons[area] }}" alt="{{ area }}" title="{{ area }}"></th>
{%- else -%}
<th colspan="{{ colspan }}" class="center-column">{{ area }}</th>
{%- endif -%}
{%- endfor -%}
<th rowspan="2" class="center-column">&percnt;</th>
<th rowspan="2" class="center-column hours">Last<br>Activity</th>
</tr>
<tr>
{% for area in ordered_areas %}
<th class="center-column lower-row fraction">
<img class="icon-sprite" src="{{ icons["Chest"] }}" alt="Checks" title="Total Checks Complete">
<img class="icon-sprite" src="{{ icons["Chest"] }}" alt="Checks" title="Checks Complete">
</th>
</tr>
</thead>
<tbody>
{% for (player_team, player), player_regions in regions.items() if team == player_team %}
<tr>
<td>
<a href="{{ url_for("get_player_tracker", tracker=room.tracker, tracked_team=team, tracked_player=player) }}">
{{ player }}
</a>
</td>
<td>{{ player_names_with_alias[(team, player)] | e }}</td>
{% for region, counts in player_regions.items() %}
{% if area in key_locations %}
<th class="center-column lower-row number">
<img class="icon-sprite" src="{{ icons["Small Key"] }}" alt="Small Key" title="Small Keys">
</th>
{% endif %}
{% if area in big_key_locations %}
<th class="center-column lower-row number">
<img class="icon-sprite" src="{{ icons["Big Key"] }}" alt="Big Key" title="Big Keys">
</th>
{%- endif -%}
{%- endfor -%}
</tr>
</thead>
<tbody>
{%- for (checks_team, player), area_checks in checks_done.items() if games[(team, player)] == current_tracker and team == checks_team -%}
<tr>
<td><a href="{{ url_for("get_player_tracker", tracker=room.tracker,
tracked_team=team, tracked_player=player)}}">{{ player }}</a></td>
<td>{{ player_names_with_alias[(team, player)] | e }}</td>
{%- for area in ordered_areas -%}
{% if (team, player) in checks_in_area and area in checks_in_area[(team, player)] %}
{%- set checks_done = area_checks[area] -%}
{%- set checks_total = checks_in_area[(team, player)][area] -%}
{%- if checks_done == checks_total -%}
<td class="item-acquired center-column">
{{ counts.checked }}/{{ counts.total }}
</td>
{{ checks_done }}/{{ checks_total }}</td>
{%- else -%}
<td class="center-column">{{ checks_done }}/{{ checks_total }}</td>
{%- endif -%}
{%- if area in key_locations -%}
<td class="center-column">{{ inventories[(team, player)][small_key_ids[area]] }}</td>
{%- endif -%}
{%- if area in big_key_locations -%}
<td class="center-column">{% if inventories[(team, player)][big_key_ids[area]] %}✔️{% endif %}</td>
{%- endif -%}
{% else %}
<td class="center-column"></td>
{%- if area in key_locations -%}
<td class="center-column"></td>
{%- endif -%}
{%- if area in big_key_locations -%}
<td class="center-column"></td>
{%- endif -%}
{% endif %}
{%- endfor -%}
{% if region in dungeon_keys %}
<td class="center-column">
{{ inventories[(team, player)][dungeon_keys[region][0]] }}
</td>
<td class="center-column">
{% set location_count = locations[(team, player)] | length %}
{%- if locations[(team, player)] | length > 0 -%}
{% set percentage_of_completion = locations_complete[(team, player)] / location_count * 100 %}
{{ "{0:.2f}".format(percentage_of_completion) }}
{%- else -%}
100.00
{%- endif -%}
</td>
{# Special check just for Agahnims Tower, which has no big keys. #}
{% if region != "Agahnims Tower" %}
<td class="center-column">
{% if inventories[(team, player)][dungeon_keys[region][1]] %}
✔️
{% endif %}
</td>
{% endif %}
{% endif %}
{% endfor %}
</tr>
{% endfor %}
</tbody>
</table>
</div>
{%- if activity_timers[(team, player)] -%}
<td class="center-column">{{ activity_timers[(team, player)].total_seconds() }}</td>
{%- else -%}
<td class="center-column">None</td>
{%- endif -%}
</tr>
{%- endfor -%}
</tbody>
</table>
</div>
{% endfor %}
{% endblock %}

View File

@@ -18,7 +18,7 @@
<br /><br />
To start playing a game, you'll first need to <a href="/generate">generate a randomized game</a>.
You'll need to upload one or more config files (YAMLs) or a zip file containing one or more config files.
You'll need to upload either a config file or a zip file containing one more config files.
<br /><br />
If you have already generated a game and just need to host it, this site can<br />

View File

@@ -1,89 +1,73 @@
{% set icons = {
"Blue Shield": "https://www.zeldadungeon.net/wiki/images/thumb/c/c3/FightersShield-ALttP-Sprite.png/100px-FightersShield-ALttP-Sprite.png",
"Red Shield": "https://www.zeldadungeon.net/wiki/images/thumb/9/9e/FireShield-ALttP-Sprite.png/111px-FireShield-ALttP-Sprite.png",
"Mirror Shield": "https://www.zeldadungeon.net/wiki/images/thumb/e/e3/MirrorShield-ALttP-Sprite.png/105px-MirrorShield-ALttP-Sprite.png",
"Fighter Sword": "https://upload.wikimedia.org/wikibooks/en/8/8e/Zelda_ALttP_item_L-1_Sword.png",
"Master Sword": "https://upload.wikimedia.org/wikibooks/en/8/87/BS_Zelda_AST_item_L-2_Sword.png",
"Tempered Sword": "https://upload.wikimedia.org/wikibooks/en/c/cc/BS_Zelda_AST_item_L-3_Sword.png",
"Golden Sword": "https://upload.wikimedia.org/wikibooks/en/4/40/BS_Zelda_AST_item_L-4_Sword.png",
"Bow": "https://www.zeldadungeon.net/wiki/images/thumb/8/8c/BowArrows-ALttP-Sprite.png/120px-BowArrows-ALttP-Sprite.png",
"Silver Bow": "https://upload.wikimedia.org/wikibooks/en/6/69/Zelda_ALttP_item_Silver_Arrows.png",
"Green Mail": "https://upload.wikimedia.org/wikibooks/en/d/dd/Zelda_ALttP_item_Green_Mail.png",
"Blue Mail": "https://upload.wikimedia.org/wikibooks/en/b/b5/Zelda_ALttP_item_Blue_Mail.png",
"Red Mail": "https://upload.wikimedia.org/wikibooks/en/d/db/Zelda_ALttP_item_Red_Mail.png",
"Power Glove": "https://www.zeldadungeon.net/wiki/images/thumb/4/41/PowerGlove-ALttP-Sprite.png/105px-PowerGlove-ALttP-Sprite.png",
"Titan Mitts": "https://www.zeldadungeon.net/wiki/images/thumb/7/75/TitanMitt-ALttP-Sprite.png/105px-TitanMitt-ALttP-Sprite.png",
"Pegasus Boots": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Pegasus_Shoes_Sprite.png",
"Flippers": "https://www.zeldadungeon.net/wiki/images/thumb/b/bc/ZoraFlippers-ALttP-Sprite.png/112px-ZoraFlippers-ALttP-Sprite.png",
"Moon Pearl": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Moon_Pearl_Sprite.png",
"Blue Boomerang": "https://www.zeldadungeon.net/wiki/images/thumb/f/f0/Boomerang-ALttP-Sprite.png/86px-Boomerang-ALttP-Sprite.png",
"Red Boomerang": "https://www.zeldadungeon.net/wiki/images/thumb/3/3c/MagicalBoomerang-ALttP-Sprite.png/86px-MagicalBoomerang-ALttP-Sprite.png",
"Hookshot": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/24/Hookshot.png",
"Mushroom": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/35/ALttP_Mushroom_Sprite.png",
"Magic Powder": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Powder_Sprite.png",
"Fire Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d6/FireRod.png",
"Ice Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d7/ALttP_Ice_Rod_Sprite.png",
"Bombos": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/8c/ALttP_Bombos_Medallion_Sprite.png",
"Ether": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/Ether.png",
"Quake": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/56/ALttP_Quake_Medallion_Sprite.png",
"Lamp": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Lantern_Sprite.png",
"Hammer": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d1/ALttP_Hammer_Sprite.png",
"Shovel": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c4/ALttP_Shovel_Sprite.png",
"Flute": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/db/Flute.png",
"Bug Catching Net": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/54/Bug-CatchingNet.png",
"Book of Mudora": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/22/ALttP_Book_of_Mudora_Sprite.png",
"Bottles": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ef/ALttP_Magic_Bottle_Sprite.png",
"Cane of Somaria": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e1/ALttP_Cane_of_Somaria_Sprite.png",
"Cane of Byrna": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Cane_of_Byrna_Sprite.png",
"Cape": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1c/ALttP_Magic_Cape_Sprite.png",
"Magic Mirror": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Mirror_Sprite.png",
"Triforce": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/4/4e/TriforceALttPTitle.png",
{%- set icons = {
"Blue Shield": "https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png",
"Red Shield": "https://www.zeldadungeon.net/wiki/images/5/55/Fire-Shield.png",
"Mirror Shield": "https://www.zeldadungeon.net/wiki/images/8/84/Mirror-Shield.png",
"Fighter Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/40/SFighterSword.png?width=1920",
"Master Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/6/65/SMasterSword.png?width=1920",
"Tempered Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/9/92/STemperedSword.png?width=1920",
"Golden Sword": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/2/28/SGoldenSword.png?width=1920",
"Bow": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=5f85a70e6366bf473544ef93b274f74c",
"Silver Bow": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/6/65/Bow.png?width=1920",
"Green Mail": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c9/SGreenTunic.png?width=1920",
"Blue Mail": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/9/98/SBlueTunic.png?width=1920",
"Red Mail": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/7/74/SRedTunic.png?width=1920",
"Power Glove": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/f/f5/SPowerGlove.png?width=1920",
"Titan Mitts": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Progressive Sword": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/cc/ALttP_Master_Sword_Sprite.png?version=55869db2a20e157cd3b5c8f556097725",
"Pegasus Boots": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Pegasus_Shoes_Sprite.png?version=405f42f97240c9dcd2b71ffc4bebc7f9",
"Progressive Glove": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Flippers": "https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/4c/ZoraFlippers.png?width=1920",
"Moon Pearl": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Moon_Pearl_Sprite.png?version=d601542d5abcc3e006ee163254bea77e",
"Progressive Bow": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=cfb7648b3714cccc80e2b17b2adf00ed",
"Blue Boomerang": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c3/ALttP_Boomerang_Sprite.png?version=96127d163759395eb510b81a556d500e",
"Red Boomerang": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Magical_Boomerang_Sprite.png?version=47cddce7a07bc3e4c2c10727b491f400",
"Hookshot": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/24/Hookshot.png?version=c90bc8e07a52e8090377bd6ef854c18b",
"Mushroom": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/35/ALttP_Mushroom_Sprite.png?version=1f1acb30d71bd96b60a3491e54bbfe59",
"Magic Powder": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Powder_Sprite.png?version=c24e38effbd4f80496d35830ce8ff4ec",
"Fire Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d6/FireRod.png?version=6eabc9f24d25697e2c4cd43ddc8207c0",
"Ice Rod": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d7/ALttP_Ice_Rod_Sprite.png?version=1f944148223d91cfc6a615c92286c3bc",
"Bombos": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/8c/ALttP_Bombos_Medallion_Sprite.png?version=f4d6aba47fb69375e090178f0fc33b26",
"Ether": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/Ether.png?version=34027651a5565fcc5a83189178ab17b5",
"Quake": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/56/ALttP_Quake_Medallion_Sprite.png?version=efd64d451b1831bd59f7b7d6b61b5879",
"Lamp": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Lantern_Sprite.png?version=e76eaa1ec509c9a5efb2916698d5a4ce",
"Hammer": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d1/ALttP_Hammer_Sprite.png?version=e0adec227193818dcaedf587eba34500",
"Shovel": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c4/ALttP_Shovel_Sprite.png?version=e73d1ce0115c2c70eaca15b014bd6f05",
"Flute": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/db/Flute.png?version=ec4982b31c56da2c0c010905c5c60390",
"Bug Catching Net": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/54/Bug-CatchingNet.png?version=4d40e0ee015b687ff75b333b968d8be6",
"Book of Mudora": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/22/ALttP_Book_of_Mudora_Sprite.png?version=11e4632bba54f6b9bf921df06ac93744",
"Bottle": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ef/ALttP_Magic_Bottle_Sprite.png?version=fd98ab04db775270cbe79fce0235777b",
"Cane of Somaria": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e1/ALttP_Cane_of_Somaria_Sprite.png?version=8cc1900dfd887890badffc903bb87943",
"Cane of Byrna": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Cane_of_Byrna_Sprite.png?version=758b607c8cbe2cf1900d42a0b3d0fb54",
"Cape": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1c/ALttP_Magic_Cape_Sprite.png?version=6b77f0d609aab0c751307fc124736832",
"Magic Mirror": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Mirror_Sprite.png?version=e035dbc9cbe2a3bd44aa6d047762b0cc",
"Triforce": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/4/4e/TriforceALttPTitle.png?version=dc398e1293177581c16303e4f9d12a48",
"Triforce Piece": "https://www.zeldadungeon.net/wiki/images/thumb/5/54/Triforce_Fragment_-_BS_Zelda.png/62px-Triforce_Fragment_-_BS_Zelda.png",
"Bombs": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/38/ALttP_Bomb_Sprite.png",
"Small Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/f/f1/ALttP_Small_Key_Sprite.png",
"Big Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Big_Key_Sprite.png",
} %}
"Small Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/f/f1/ALttP_Small_Key_Sprite.png?version=4f35d92842f0de39d969181eea03774e",
"Big Key": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Big_Key_Sprite.png?version=136dfa418ba76c8b4e270f466fc12f4d",
"Chest": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Treasure_Chest_Sprite.png?version=5f530ecd98dcb22251e146e8049c0dda",
"Light World": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e7/ALttP_Soldier_Green_Sprite.png?version=d650d417934cd707a47e496489c268a6",
"Dark World": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/94/ALttP_Moblin_Sprite.png?version=ebf50e33f4657c377d1606bcc0886ddc",
"Hyrule Castle": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d3/ALttP_Ball_and_Chain_Trooper_Sprite.png?version=1768a87c06d29cc8e7ddd80b9fa516be",
"Agahnims Tower": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1e/ALttP_Agahnim_Sprite.png?version=365956e61b0c2191eae4eddbe591dab5",
"Desert Palace": "https://www.zeldadungeon.net/wiki/images/2/25/Lanmola-ALTTP-Sprite.png",
"Eastern Palace": "https://www.zeldadungeon.net/wiki/images/d/dc/RedArmosKnight.png",
"Tower of Hera": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/ALttP_Moldorm_Sprite.png?version=c588257bdc2543468e008a6b30f262a7",
"Palace of Darkness": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Helmasaur_King_Sprite.png?version=ab8a4a1cfd91d4fc43466c56cba30022",
"Swamp Palace": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Arrghus_Sprite.png?version=b098be3122e53f751b74f4a5ef9184b5",
"Skull Woods": "https://alttp-wiki.net/images/6/6a/Mothula.png",
"Thieves Town": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/86/ALttP_Blind_the_Thief_Sprite.png?version=3833021bfcd112be54e7390679047222",
"Ice Palace": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Kholdstare_Sprite.png?version=e5a1b0e8b2298e550d85f90bf97045c0",
"Misery Mire": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/85/ALttP_Vitreous_Sprite.png?version=92b2e9cb0aa63f831760f08041d8d8d8",
"Turtle Rock": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/91/ALttP_Trinexx_Sprite.png?version=0cc867d513952aa03edd155597a0c0be",
"Ganons Tower": "https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Ganon_Sprite.png?version=956f51f054954dfff53c1a9d4f929c74",
} -%}
{% set inventory_order = [
"Progressive Bow", "Boomerangs", "Hookshot", "Bombs", "Mushroom", "Magic Powder",
"Fire Rod", "Ice Rod", "Bombos", "Ether", "Quake", "Progressive Mail",
"Lamp", "Hammer", "Flute", "Bug Catching Net", "Book of Mudora", "Progressive Shield",
"Bottles", "Cane of Somaria", "Cane of Byrna", "Cape", "Magic Mirror", "Progressive Sword",
"Shovel", "Pegasus Boots", "Progressive Glove", "Flippers", "Moon Pearl", "Triforce Piece",
] %}
{# Most have a duplicated 0th entry for when we have none of that item to still load the correct icon/name. #}
{% set progressive_order = {
"Progressive Bow": ["Bow", "Bow", "Silver Bow"],
"Progressive Mail": ["Green Mail", "Blue Mail", "Red Mail"],
"Progressive Shield": ["Blue Shield", "Blue Shield", "Red Shield", "Mirror Shield"],
"Progressive Sword": ["Fighter Sword", "Fighter Sword", "Master Sword", "Tempered Sword", "Golden Sword"],
"Progressive Glove": ["Power Glove", "Power Glove", "Titan Mitts"],
} %}
{% set dungeon_keys = {
"Hyrule Castle": ("Small Key (Hyrule Castle)", "Big Key (Hyrule Castle)"),
"Agahnims Tower": ("Small Key (Agahnims Tower)", "Big Key (Agahnims Tower)"),
"Eastern Palace": ("Small Key (Eastern Palace)", "Big Key (Eastern Palace)"),
"Desert Palace": ("Small Key (Desert Palace)", "Big Key (Desert Palace)"),
"Tower of Hera": ("Small Key (Tower of Hera)", "Big Key (Tower of Hera)"),
"Palace of Darkness": ("Small Key (Palace of Darkness)", "Big Key (Palace of Darkness)"),
"Swamp Palace": ("Small Key (Swamp Palace)", "Big Key (Swamp Palace)"),
"Thieves Town": ("Small Key (Thieves Town)", "Big Key (Thieves Town)"),
"Skull Woods": ("Small Key (Skull Woods)", "Big Key (Skull Woods)"),
"Ice Palace": ("Small Key (Ice Palace)", "Big Key (Ice Palace)"),
"Misery Mire": ("Small Key (Misery Mire)", "Big Key (Misery Mire)"),
"Turtle Rock": ("Small Key (Turtle Rock)", "Big Key (Turtle Rock)"),
"Ganons Tower": ("Small Key (Ganons Tower)", "Big Key (Ganons Tower)"),
} %}
<!doctype html>
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/tracker__ALinkToThePast.css') }}">
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/lttp-tracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/lttp-tracker.js") }}"></script>
</head>
<body>
@@ -92,128 +76,79 @@
<a href="{{ url_for("get_generic_game_tracker", tracker=room.tracker, tracked_team=team, tracked_player=player) }}">Switch To Generic Tracker</a>
</div>
<div class="tracker-container">
{# Inventory Grid #}
<div class="inventory-grid">
{% for item in inventory_order %}
{% if item in progressive_order %}
{% set non_prog_item = progressive_order[item][inventory[item]] %}
<div class="item">
<img
src="{{ icons[non_prog_item] }}"
alt="{{ non_prog_item }}"
title="{{ non_prog_item }}"
{# Progressive Mail gets a special exception, since it starts displaying green mail. #}
class="{{ 'missing' if (item not in inventory or inventory[item] == 0) and item != 'Progressive Mail' }}"
>
</div>
{% elif item == "Boomerangs" %}
<div class="dual-item">
<img
src="{{ icons['Blue Boomerang'] }}"
alt="Blue Boomerang"
title="Blue Boomerang"
class="{{ 'missing' if 'Blue Boomerang' not in inventory }}"
>
<img
src="{{ icons['Red Boomerang'] }}"
alt="Red Boomerang"
title="Red Boomerang"
class="{{ 'missing' if 'Red Boomerang' not in inventory }}"
>
</div>
{% else %}
<div class="item {{ 'hidden' if item == 'Triforce Piece' and inventory['Triforce Piece'] == 0 }}">
<img
src="{{ icons[item] }}"
alt="{{ item }}"
title="{{ item }}"
class="{{ 'missing' if item not in inventory or inventory[item] == 0 }}"
>
{% if item == "Bottles" or item == "Triforce Piece" %}
<div class="quantity">{{ inventory[item] }}</div>
{% endif %}
</div>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ icons[bow_icon] }}" class="{{ 'acquired' if bow_acquired }}" /></td>
<td><img src="{{ icons["Blue Boomerang"] }}" class="{{ 'acquired' if 'Blue Boomerang' in acquired_items }}" /></td>
<td><img src="{{ icons["Red Boomerang"] }}" class="{{ 'acquired' if 'Red Boomerang' in acquired_items }}" /></td>
<td><img src="{{ icons["Hookshot"] }}" class="{{ 'acquired' if 'Hookshot' in acquired_items }}" /></td>
<td><img src="{{ icons["Magic Powder"] }}" class="powder-fix {{ 'acquired' if 'Magic Powder' in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Fire Rod"] }}" class="{{ 'acquired' if "Fire Rod" in acquired_items }}" /></td>
<td><img src="{{ icons["Ice Rod"] }}" class="{{ 'acquired' if "Ice Rod" in acquired_items }}" /></td>
<td><img src="{{ icons["Bombos"] }}" class="{{ 'acquired' if "Bombos" in acquired_items }}" /></td>
<td><img src="{{ icons["Ether"] }}" class="{{ 'acquired' if "Ether" in acquired_items }}" /></td>
<td><img src="{{ icons["Quake"] }}" class="{{ 'acquired' if "Quake" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Lamp"] }}" class="{{ 'acquired' if "Lamp" in acquired_items }}" /></td>
<td><img src="{{ icons["Hammer"] }}" class="{{ 'acquired' if "Hammer" in acquired_items }}" /></td>
<td><img src="{{ icons["Flute"] }}" class="{{ 'acquired' if "Flute" in acquired_items }}" /></td>
<td><img src="{{ icons["Bug Catching Net"] }}" class="{{ 'acquired' if "Bug Catching Net" in acquired_items }}" /></td>
<td><img src="{{ icons["Book of Mudora"] }}" class="{{ 'acquired' if "Book of Mudora" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Bottle"] }}" class="{{ 'acquired' if "Bottle" in acquired_items }}" /></td>
<td><img src="{{ icons["Cane of Somaria"] }}" class="{{ 'acquired' if "Cane of Somaria" in acquired_items }}" /></td>
<td><img src="{{ icons["Cane of Byrna"] }}" class="{{ 'acquired' if "Cane of Byrna" in acquired_items }}" /></td>
<td><img src="{{ icons["Cape"] }}" class="{{ 'acquired' if "Cape" in acquired_items }}" /></td>
<td><img src="{{ icons["Magic Mirror"] }}" class="{{ 'acquired' if "Magic Mirror" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons["Pegasus Boots"] }}" class="{{ 'acquired' if "Pegasus Boots" in acquired_items }}" /></td>
<td><img src="{{ icons[glove_icon] }}" class="{{ 'acquired' if glove_acquired }}" /></td>
<td><img src="{{ icons["Flippers"] }}" class="{{ 'acquired' if "Flippers" in acquired_items }}" /></td>
<td><img src="{{ icons["Moon Pearl"] }}" class="{{ 'acquired' if "Moon Pearl" in acquired_items }}" /></td>
<td><img src="{{ icons["Mushroom"] }}" class="{{ 'acquired' if "Mushroom" in acquired_items }}" /></td>
</tr>
<tr>
<td><img src="{{ icons[sword_icon] }}" class="{{ 'acquired' if sword_acquired }}" /></td>
<td><img src="{{ icons[shield_icon] }}" class="{{ 'acquired' if shield_acquired }}" /></td>
<td><img src="{{ icons[mail_icon] }}" class="acquired" /></td>
<td><img src="{{ icons["Shovel"] }}" class="{{ 'acquired' if "Shovel" in acquired_items }}" /></td>
<td><img src="{{ icons["Triforce"] }}" class="{{ 'acquired' if "Triforce" in acquired_items }}" /></td>
</tr>
</table>
<table id="location-table">
<tr>
<th></th>
<th class="counter"><img src="{{ icons["Chest"] }}" /></th>
{% if key_locations and "Universal" not in key_locations %}
<th class="counter"><img src="{{ icons["Small Key"] }}" /></th>
{% endif %}
{% endfor %}
</div>
<div class="regions-list">
<div class="region region-header">
<div></div>
<div></div>
<div><img src="{{ icons['Small Key'] }}" alt="SK" title="Small Keys"></div>
<div><img src="{{ icons['Big Key'] }}" alt="BK" title="Big Keys"></div>
</div>
{% for region_name in known_regions %}
{% set region_data = regions[region_name] %}
{% if region_data["locations"] | length > 0 %}
<details class="region-details">
<summary>
{% if region_name in dungeon_keys %}
<div class="region">
<span>{{ region_name }}</span>
<span>{{ region_data["checked"] }} / {{ region_data["locations"] | length }}</span>
<span>{{ inventory[dungeon_keys[region_name][0]] }}</span>
<span>
{% if region_name == "Agahnims Tower" %}
&mdash;
{% elif inventory[dungeon_keys[region_name][1]] %}
{% endif %}
</span>
</div>
{% else %}
<div class="region">
<span>{{ region_name }}</span>
<span>{{ region_data["checked"] }} / {{ region_data["locations"] | length }}</span>
<span>&mdash;</span>
<span>&mdash;</span>
</div>
{% endif %}
</summary>
<div class="location-rows">
{% for location, checked in region_data["locations"] %}
<div>{{ location }}</div>
<div>{% if checked %}✔{% endif %}</div>
{% endfor %}
</div>
</details>
{% if big_key_locations %}
<th><img src="{{ icons["Big Key"] }}" /></th>
{% endif %}
</tr>
{% for area in sp_areas %}
<tr>
<td>{{ area }}</td>
<td class="counter">{{ checks_done[area] }} / {{ checks_in_area[area] }}</td>
{% if key_locations and "Universal" not in key_locations %}
<td class="counter">
{{ inventory[small_key_ids[area]] if area in key_locations else '—' }}
</td>
{% endif %}
{% if big_key_locations %}
<td>
{{ '✔' if area in big_key_locations and inventory[big_key_ids[area]] else ('—' if area not in big_key_locations else '') }}
</td>
{% endif %}
</tr>
{% endfor %}
</div>
</table>
</div>
<script>
const parser = new DOMParser();
const interval = 15_000;
window.addEventListener("load", () => {
setInterval(() => updateTracker()
.then(() => console.log("Refreshed tracker."))
.catch(console.error), interval);
});
async function updateTracker() {
const response = await fetch(`${window.location}`);
if (!response.ok) {
throw new Error(`Failed to fetch tracker update from ${window.location}. Received response: ${response.statusText}`);
}
const fakeDOM = parser.parseFromString(await response.text(), "text/html");
document.querySelector(".inventory-grid").innerHTML = fakeDOM.querySelector(".inventory-grid").innerHTML;
const regionDetailElements = document.querySelectorAll(".region-details");
const fakeDetailElements = fakeDOM.querySelectorAll(".region-details");
for (let i = 0; i < regionDetailElements.length; ++i) {
const isOpen = regionDetailElements[i].open;
regionDetailElements[i].innerHTML = fakeDetailElements[i].innerHTML;
regionDetailElements[i].open = isOpen;
}
}
</script>
</body>
</html>

View File

@@ -1,7 +1,7 @@
import datetime
import collections
from dataclasses import dataclass
from typing import Any, Callable, Dict, List, Optional, Set, Tuple, NamedTuple, Counter
from typing import Any, Callable, Dict, List, Optional, Set, Tuple
from uuid import UUID
from flask import render_template
@@ -422,11 +422,11 @@ from worlds import network_data_package
if "Factorio" in network_data_package["games"]:
def render_Factorio_multiworld_tracker(tracker_data: TrackerData, enabled_trackers: List[str]):
inventories: Dict[TeamPlayer, collections.Counter[str]] = {
(team, player): collections.Counter({
inventories: Dict[TeamPlayer, Dict[int, int]] = {
(team, player): {
tracker_data.item_id_to_name["Factorio"][item_id]: count
for item_id, count in tracker_data.get_player_inventory_counts(team, player).items()
}) for team, players in tracker_data.get_all_slots().items() for player in players
} for team, players in tracker_data.get_all_slots().items() for player in players
if tracker_data.get_player_game(team, player) == "Factorio"
}
@@ -456,111 +456,210 @@ if "Factorio" in network_data_package["games"]:
_multiworld_trackers["Factorio"] = render_Factorio_multiworld_tracker
if "A Link to the Past" in network_data_package["games"]:
# Mapping from non-progressive item to progressive name and max level.
non_progressive_items = {
"Fighter Sword": ("Progressive Sword", 1),
"Master Sword": ("Progressive Sword", 2),
"Tempered Sword": ("Progressive Sword", 3),
"Golden Sword": ("Progressive Sword", 4),
"Power Glove": ("Progressive Glove", 1),
"Titans Mitts": ("Progressive Glove", 2),
"Bow": ("Progressive Bow", 1),
"Silver Bow": ("Progressive Bow", 2),
"Blue Mail": ("Progressive Mail", 1),
"Red Mail": ("Progressive Mail", 2),
"Blue Shield": ("Progressive Shield", 1),
"Red Shield": ("Progressive Shield", 2),
"Mirror Shield": ("Progressive Shield", 3),
}
progressive_item_max = {
"Progressive Sword": 4,
"Progressive Glove": 2,
"Progressive Bow": 2,
"Progressive Mail": 2,
"Progressive Shield": 3,
}
bottle_items = [
"Bottle",
"Bottle (Bee)",
"Bottle (Blue Potion)",
"Bottle (Fairy)",
"Bottle (Good Bee)",
"Bottle (Green Potion)",
"Bottle (Red Potion)",
]
known_regions = [
"Light World", "Dark World", "Hyrule Castle", "Agahnims Tower", "Eastern Palace", "Desert Palace",
"Tower of Hera", "Palace of Darkness", "Swamp Palace", "Thieves Town", "Skull Woods", "Ice Palace",
"Misery Mire", "Turtle Rock", "Ganons Tower"
]
class RegionCounts(NamedTuple):
total: int
checked: int
def prepare_inventories(team: int, player: int, inventory: Counter[str], tracker_data: TrackerData):
for item, (prog_item, level) in non_progressive_items.items():
if item in inventory:
inventory[prog_item] = min(max(inventory[prog_item], level), progressive_item_max[prog_item])
for bottle in bottle_items:
inventory["Bottles"] = min(inventory["Bottles"] + inventory[bottle], 4)
if "Progressive Bow (Alt)" in inventory:
inventory["Progressive Bow"] += inventory["Progressive Bow (Alt)"]
inventory["Progressive Bow"] = min(inventory["Progressive Bow"], progressive_item_max["Progressive Bow"])
# Highlight 'bombs' if we received any bomb upgrades in bombless start.
# In race mode, we'll just assume bombless start for simplicity.
if tracker_data.get_slot_data(team, player).get("bombless_start", True):
inventory["Bombs"] = sum(count for item, count in inventory.items() if item.startswith("Bomb Upgrade"))
else:
inventory["Bombs"] = 1
# Triforce item if we meet goal.
if tracker_data.get_room_client_statuses()[team, player] == ClientStatus.CLIENT_GOAL:
inventory["Triforce"] = 1
def render_ALinkToThePast_multiworld_tracker(tracker_data: TrackerData, enabled_trackers: List[str]):
inventories: Dict[Tuple[int, int], Counter[str]] = {
(team, player): collections.Counter({
tracker_data.item_id_to_name["A Link to the Past"][code]: count
for code, count in tracker_data.get_player_inventory_counts(team, player).items()
})
for team, players in tracker_data.get_all_players().items()
for player in players if tracker_data.get_slot_info(team, player).game == "A Link to the Past"
# Helper objects.
alttp_id_lookup = tracker_data.item_name_to_id["A Link to the Past"]
multi_items = {
alttp_id_lookup[name]
for name in ("Progressive Sword", "Progressive Bow", "Bottle", "Progressive Glove", "Triforce Piece")
}
links = {
"Bow": "Progressive Bow",
"Silver Arrows": "Progressive Bow",
"Silver Bow": "Progressive Bow",
"Progressive Bow (Alt)": "Progressive Bow",
"Bottle (Red Potion)": "Bottle",
"Bottle (Green Potion)": "Bottle",
"Bottle (Blue Potion)": "Bottle",
"Bottle (Fairy)": "Bottle",
"Bottle (Bee)": "Bottle",
"Bottle (Good Bee)": "Bottle",
"Fighter Sword": "Progressive Sword",
"Master Sword": "Progressive Sword",
"Tempered Sword": "Progressive Sword",
"Golden Sword": "Progressive Sword",
"Power Glove": "Progressive Glove",
"Titans Mitts": "Progressive Glove",
}
links = {alttp_id_lookup[key]: alttp_id_lookup[value] for key, value in links.items()}
levels = {
"Fighter Sword": 1,
"Master Sword": 2,
"Tempered Sword": 3,
"Golden Sword": 4,
"Power Glove": 1,
"Titans Mitts": 2,
"Bow": 1,
"Silver Bow": 2,
"Triforce Piece": 90,
}
tracking_names = [
"Progressive Sword", "Progressive Bow", "Book of Mudora", "Hammer", "Hookshot", "Magic Mirror", "Flute",
"Pegasus Boots", "Progressive Glove", "Flippers", "Moon Pearl", "Blue Boomerang", "Red Boomerang",
"Bug Catching Net", "Cape", "Shovel", "Lamp", "Mushroom", "Magic Powder", "Cane of Somaria",
"Cane of Byrna", "Fire Rod", "Ice Rod", "Bombos", "Ether", "Quake", "Bottle", "Triforce Piece", "Triforce",
]
default_locations = {
"Light World": {
1572864, 1572865, 60034, 1572867, 1572868, 60037, 1572869, 1572866, 60040, 59788, 60046, 60175,
1572880, 60049, 60178, 1572883, 60052, 60181, 1572885, 60055, 60184, 191256, 60058, 60187, 1572884,
1572886, 1572887, 1572906, 60202, 60205, 59824, 166320, 1010170, 60208, 60211, 60214, 60217, 59836,
60220, 60223, 59839, 1573184, 60226, 975299, 1573188, 1573189, 188229, 60229, 60232, 1573193,
1573194, 60235, 1573187, 59845, 59854, 211407, 60238, 59857, 1573185, 1573186, 1572882, 212328,
59881, 59761, 59890, 59770, 193020, 212605
},
"Dark World": {
59776, 59779, 975237, 1572870, 60043, 1572881, 60190, 60193, 60196, 60199, 60840, 1573190, 209095,
1573192, 1573191, 60241, 60244, 60247, 60250, 59884, 59887, 60019, 60022, 60028, 60031
},
"Desert Palace": {1573216, 59842, 59851, 59791, 1573201, 59830},
"Eastern Palace": {1573200, 59827, 59893, 59767, 59833, 59773},
"Hyrule Castle": {60256, 60259, 60169, 60172, 59758, 59764, 60025, 60253},
"Agahnims Tower": {60082, 60085},
"Tower of Hera": {1573218, 59878, 59821, 1573202, 59896, 59899},
"Swamp Palace": {60064, 60067, 60070, 59782, 59785, 60073, 60076, 60079, 1573204, 60061},
"Thieves Town": {59905, 59908, 59911, 59914, 59917, 59920, 59923, 1573206},
"Skull Woods": {59809, 59902, 59848, 59794, 1573205, 59800, 59803, 59806},
"Ice Palace": {59872, 59875, 59812, 59818, 59860, 59797, 1573207, 59869},
"Misery Mire": {60001, 60004, 60007, 60010, 60013, 1573208, 59866, 59998},
"Turtle Rock": {59938, 59941, 59944, 1573209, 59947, 59950, 59953, 59956, 59926, 59929, 59932, 59935},
"Palace of Darkness": {
59968, 59971, 59974, 59977, 59980, 59983, 59986, 1573203, 59989, 59959, 59992, 59962, 59995,
59965
},
"Ganons Tower": {
60160, 60163, 60166, 60088, 60091, 60094, 60097, 60100, 60103, 60106, 60109, 60112, 60115, 60118,
60121, 60124, 60127, 1573217, 60130, 60133, 60136, 60139, 60142, 60145, 60148, 60151, 60157
},
"Total": set()
}
key_only_locations = {
"Light World": set(),
"Dark World": set(),
"Desert Palace": {0x140031, 0x14002b, 0x140061, 0x140028},
"Eastern Palace": {0x14005b, 0x140049},
"Hyrule Castle": {0x140037, 0x140034, 0x14000d, 0x14003d},
"Agahnims Tower": {0x140061, 0x140052},
"Tower of Hera": set(),
"Swamp Palace": {0x140019, 0x140016, 0x140013, 0x140010, 0x14000a},
"Thieves Town": {0x14005e, 0x14004f},
"Skull Woods": {0x14002e, 0x14001c},
"Ice Palace": {0x140004, 0x140022, 0x140025, 0x140046},
"Misery Mire": {0x140055, 0x14004c, 0x140064},
"Turtle Rock": {0x140058, 0x140007},
"Palace of Darkness": set(),
"Ganons Tower": {0x140040, 0x140043, 0x14003a, 0x14001f},
"Total": set()
}
location_to_area = {}
for area, locations in default_locations.items():
for location in locations:
location_to_area[location] = area
for area, locations in key_only_locations.items():
for location in locations:
location_to_area[location] = area
# Translate non-progression items to progression items for tracker simplicity.
for (team, player), inventory in inventories.items():
prepare_inventories(team, player, inventory, tracker_data)
checks_in_area = {area: len(checks) for area, checks in default_locations.items()}
checks_in_area["Total"] = 216
ordered_areas = (
"Light World", "Dark World", "Hyrule Castle", "Agahnims Tower", "Eastern Palace", "Desert Palace",
"Tower of Hera", "Palace of Darkness", "Swamp Palace", "Skull Woods", "Thieves Town", "Ice Palace",
"Misery Mire", "Turtle Rock", "Ganons Tower", "Total"
)
regions: Dict[Tuple[int, int], Dict[str, RegionCounts]] = {
player_checks_in_area = {
(team, player): {
region_name: RegionCounts(
total=len(tracker_data._multidata["checks_in_area"][player][region_name]),
checked=sum(
1 for location in tracker_data._multidata["checks_in_area"][player][region_name]
if location in tracker_data.get_player_checked_locations(team, player)
),
)
for region_name in known_regions
area_name: len(tracker_data._multidata["checks_in_area"][player][area_name])
if area_name != "Total" else tracker_data._multidata["checks_in_area"][player]["Total"]
for area_name in ordered_areas
}
for team, players in tracker_data.get_all_players().items()
for player in players if tracker_data.get_slot_info(team, player).game == "A Link to the Past"
for team, players in tracker_data.get_all_slots().items()
for player in players
if tracker_data.get_slot_info(team, player).type != SlotType.group and
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
}
# Get a totals count.
for player, player_regions in regions.items():
total = 0
checked = 0
for region, region_counts in player_regions.items():
total += region_counts.total
checked += region_counts.checked
regions[player]["Total"] = RegionCounts(total, checked)
tracking_ids = []
for item in tracking_names:
tracking_ids.append(alttp_id_lookup[item])
# Can't wait to get this into the apworld. Oof.
from worlds.alttp import Items
small_key_ids = {}
big_key_ids = {}
ids_small_key = {}
ids_big_key = {}
for item_name, data in Items.item_table.items():
if "Key" in item_name:
area = item_name.split("(")[1][:-1]
if "Small" in item_name:
small_key_ids[area] = data[2]
ids_small_key[data[2]] = area
else:
big_key_ids[area] = data[2]
ids_big_key[data[2]] = area
def _get_location_table(checks_table: dict) -> dict:
loc_to_area = {}
for area, locations in checks_table.items():
if area == "Total":
continue
for location in locations:
loc_to_area[location] = area
return loc_to_area
player_location_to_area = {
(team, player): _get_location_table(tracker_data._multidata["checks_in_area"][player])
for team, players in tracker_data.get_all_slots().items()
for player in players
if tracker_data.get_slot_info(team, player).type != SlotType.group and
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
}
checks_done: Dict[TeamPlayer, Dict[str: int]] = {
(team, player): {location_name: 0 for location_name in default_locations}
for team, players in tracker_data.get_all_slots().items()
for player in players
if tracker_data.get_slot_info(team, player).type != SlotType.group and
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
}
inventories: Dict[TeamPlayer, Dict[int, int]] = {}
player_big_key_locations = {(player): set() for player in tracker_data.get_all_slots()[0]}
player_small_key_locations = {player: set() for player in tracker_data.get_all_slots()[0]}
group_big_key_locations = set()
group_key_locations = set()
for (team, player), locations in checks_done.items():
# Check if game complete.
if tracker_data.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL:
inventories[team, player][106] = 1 # Triforce
# Count number of locations checked.
for location in tracker_data.get_player_checked_locations(team, player):
checks_done[team, player][player_location_to_area[team, player][location]] += 1
checks_done[team, player]["Total"] += 1
# Count keys.
for location, (item, receiving, _) in tracker_data.get_player_locations(team, player).items():
if item in ids_big_key:
player_big_key_locations[receiving].add(ids_big_key[item])
elif item in ids_small_key:
player_small_key_locations[receiving].add(ids_small_key[item])
# Iterate over received items and build inventory/key counts.
inventories[team, player] = collections.Counter()
for network_item in tracker_data.get_player_received_items(team, player):
target_item = links.get(network_item.item, network_item.item)
if network_item.item in levels: # non-progressive
inventories[team, player][target_item] = (max(inventories[team, player][target_item], levels[network_item.item]))
else:
inventories[team, player][target_item] += 1
group_key_locations |= player_small_key_locations[player]
group_big_key_locations |= player_big_key_locations[player]
return render_template(
"multitracker__ALinkToThePast.html",
@@ -583,39 +682,209 @@ if "A Link to the Past" in network_data_package["games"]:
item_id_to_name=tracker_data.item_id_to_name,
location_id_to_name=tracker_data.location_id_to_name,
inventories=inventories,
regions=regions,
known_regions=known_regions,
tracking_names=tracking_names,
tracking_ids=tracking_ids,
multi_items=multi_items,
checks_done=checks_done,
ordered_areas=ordered_areas,
checks_in_area=player_checks_in_area,
key_locations=group_key_locations,
big_key_locations=group_big_key_locations,
small_key_ids=small_key_ids,
big_key_ids=big_key_ids,
)
def render_ALinkToThePast_tracker(tracker_data: TrackerData, team: int, player: int) -> str:
inventory = collections.Counter({
tracker_data.item_id_to_name["A Link to the Past"][code]: count
for code, count in tracker_data.get_player_inventory_counts(team, player).items()
})
# Helper objects.
alttp_id_lookup = tracker_data.item_name_to_id["A Link to the Past"]
# Translate non-progression items to progression items for tracker simplicity.
prepare_inventories(team, player, inventory, tracker_data)
links = {
"Bow": "Progressive Bow",
"Silver Arrows": "Progressive Bow",
"Silver Bow": "Progressive Bow",
"Progressive Bow (Alt)": "Progressive Bow",
"Bottle (Red Potion)": "Bottle",
"Bottle (Green Potion)": "Bottle",
"Bottle (Blue Potion)": "Bottle",
"Bottle (Fairy)": "Bottle",
"Bottle (Bee)": "Bottle",
"Bottle (Good Bee)": "Bottle",
"Fighter Sword": "Progressive Sword",
"Master Sword": "Progressive Sword",
"Tempered Sword": "Progressive Sword",
"Golden Sword": "Progressive Sword",
"Power Glove": "Progressive Glove",
"Titans Mitts": "Progressive Glove",
}
links = {alttp_id_lookup[key]: alttp_id_lookup[value] for key, value in links.items()}
levels = {
"Fighter Sword": 1,
"Master Sword": 2,
"Tempered Sword": 3,
"Golden Sword": 4,
"Power Glove": 1,
"Titans Mitts": 2,
"Bow": 1,
"Silver Bow": 2,
"Triforce Piece": 90,
}
tracking_names = [
"Progressive Sword", "Progressive Bow", "Book of Mudora", "Hammer", "Hookshot", "Magic Mirror", "Flute",
"Pegasus Boots", "Progressive Glove", "Flippers", "Moon Pearl", "Blue Boomerang", "Red Boomerang",
"Bug Catching Net", "Cape", "Shovel", "Lamp", "Mushroom", "Magic Powder", "Cane of Somaria",
"Cane of Byrna", "Fire Rod", "Ice Rod", "Bombos", "Ether", "Quake", "Bottle", "Triforce Piece", "Triforce",
]
default_locations = {
"Light World": {
1572864, 1572865, 60034, 1572867, 1572868, 60037, 1572869, 1572866, 60040, 59788, 60046, 60175,
1572880, 60049, 60178, 1572883, 60052, 60181, 1572885, 60055, 60184, 191256, 60058, 60187, 1572884,
1572886, 1572887, 1572906, 60202, 60205, 59824, 166320, 1010170, 60208, 60211, 60214, 60217, 59836,
60220, 60223, 59839, 1573184, 60226, 975299, 1573188, 1573189, 188229, 60229, 60232, 1573193,
1573194, 60235, 1573187, 59845, 59854, 211407, 60238, 59857, 1573185, 1573186, 1572882, 212328,
59881, 59761, 59890, 59770, 193020, 212605
},
"Dark World": {
59776, 59779, 975237, 1572870, 60043, 1572881, 60190, 60193, 60196, 60199, 60840, 1573190, 209095,
1573192, 1573191, 60241, 60244, 60247, 60250, 59884, 59887, 60019, 60022, 60028, 60031
},
"Desert Palace": {1573216, 59842, 59851, 59791, 1573201, 59830},
"Eastern Palace": {1573200, 59827, 59893, 59767, 59833, 59773},
"Hyrule Castle": {60256, 60259, 60169, 60172, 59758, 59764, 60025, 60253},
"Agahnims Tower": {60082, 60085},
"Tower of Hera": {1573218, 59878, 59821, 1573202, 59896, 59899},
"Swamp Palace": {60064, 60067, 60070, 59782, 59785, 60073, 60076, 60079, 1573204, 60061},
"Thieves Town": {59905, 59908, 59911, 59914, 59917, 59920, 59923, 1573206},
"Skull Woods": {59809, 59902, 59848, 59794, 1573205, 59800, 59803, 59806},
"Ice Palace": {59872, 59875, 59812, 59818, 59860, 59797, 1573207, 59869},
"Misery Mire": {60001, 60004, 60007, 60010, 60013, 1573208, 59866, 59998},
"Turtle Rock": {59938, 59941, 59944, 1573209, 59947, 59950, 59953, 59956, 59926, 59929, 59932, 59935},
"Palace of Darkness": {
59968, 59971, 59974, 59977, 59980, 59983, 59986, 1573203, 59989, 59959, 59992, 59962, 59995,
59965
},
"Ganons Tower": {
60160, 60163, 60166, 60088, 60091, 60094, 60097, 60100, 60103, 60106, 60109, 60112, 60115, 60118,
60121, 60124, 60127, 1573217, 60130, 60133, 60136, 60139, 60142, 60145, 60148, 60151, 60157
},
"Total": set()
}
key_only_locations = {
"Light World": set(),
"Dark World": set(),
"Desert Palace": {0x140031, 0x14002b, 0x140061, 0x140028},
"Eastern Palace": {0x14005b, 0x140049},
"Hyrule Castle": {0x140037, 0x140034, 0x14000d, 0x14003d},
"Agahnims Tower": {0x140061, 0x140052},
"Tower of Hera": set(),
"Swamp Palace": {0x140019, 0x140016, 0x140013, 0x140010, 0x14000a},
"Thieves Town": {0x14005e, 0x14004f},
"Skull Woods": {0x14002e, 0x14001c},
"Ice Palace": {0x140004, 0x140022, 0x140025, 0x140046},
"Misery Mire": {0x140055, 0x14004c, 0x140064},
"Turtle Rock": {0x140058, 0x140007},
"Palace of Darkness": set(),
"Ganons Tower": {0x140040, 0x140043, 0x14003a, 0x14001f},
"Total": set()
}
location_to_area = {}
for area, locations in default_locations.items():
for checked_location in locations:
location_to_area[checked_location] = area
for area, locations in key_only_locations.items():
for checked_location in locations:
location_to_area[checked_location] = area
regions = {
region_name: {
"checked": sum(
1 for location in tracker_data._multidata["checks_in_area"][player][region_name]
if location in tracker_data.get_player_checked_locations(team, player)
),
"locations": [
(
tracker_data.location_id_to_name["A Link to the Past"][location],
location in tracker_data.get_player_checked_locations(team, player)
)
for location in tracker_data._multidata["checks_in_area"][player][region_name]
],
}
for region_name in known_regions
checks_in_area = {area: len(checks) for area, checks in default_locations.items()}
checks_in_area["Total"] = 216
ordered_areas = (
"Light World", "Dark World", "Hyrule Castle", "Agahnims Tower", "Eastern Palace", "Desert Palace",
"Tower of Hera", "Palace of Darkness", "Swamp Palace", "Skull Woods", "Thieves Town", "Ice Palace",
"Misery Mire", "Turtle Rock", "Ganons Tower", "Total"
)
tracking_ids = []
for item in tracking_names:
tracking_ids.append(alttp_id_lookup[item])
# Can't wait to get this into the apworld. Oof.
from worlds.alttp import Items
small_key_ids = {}
big_key_ids = {}
ids_small_key = {}
ids_big_key = {}
for item_name, data in Items.item_table.items():
if "Key" in item_name:
area = item_name.split("(")[1][:-1]
if "Small" in item_name:
small_key_ids[area] = data[2]
ids_small_key[data[2]] = area
else:
big_key_ids[area] = data[2]
ids_big_key[data[2]] = area
inventory = collections.Counter()
checks_done = {loc_name: 0 for loc_name in default_locations}
player_big_key_locations = set()
player_small_key_locations = set()
player_locations = tracker_data.get_player_locations(team, player)
for checked_location in tracker_data.get_player_checked_locations(team, player):
if checked_location in player_locations:
area_name = location_to_area.get(checked_location, None)
if area_name:
checks_done[area_name] += 1
checks_done["Total"] += 1
for received_item in tracker_data.get_player_received_items(team, player):
target_item = links.get(received_item.item, received_item.item)
if received_item.item in levels: # non-progressive
inventory[target_item] = max(inventory[target_item], levels[received_item.item])
else:
inventory[target_item] += 1
for location, (item_id, _, _) in player_locations.items():
if item_id in ids_big_key:
player_big_key_locations.add(ids_big_key[item_id])
elif item_id in ids_small_key:
player_small_key_locations.add(ids_small_key[item_id])
# Note the presence of the triforce item
if tracker_data.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL:
inventory[106] = 1 # Triforce
# Progressive items need special handling for icons and class
progressive_items = {
"Progressive Sword": 94,
"Progressive Glove": 97,
"Progressive Bow": 100,
"Progressive Mail": 96,
"Progressive Shield": 95,
}
progressive_names = {
"Progressive Sword": [None, "Fighter Sword", "Master Sword", "Tempered Sword", "Golden Sword"],
"Progressive Glove": [None, "Power Glove", "Titan Mitts"],
"Progressive Bow": [None, "Bow", "Silver Bow"],
"Progressive Mail": ["Green Mail", "Blue Mail", "Red Mail"],
"Progressive Shield": [None, "Blue Shield", "Red Shield", "Mirror Shield"]
}
# Sort locations in regions by name
for region in regions:
regions[region]["locations"].sort()
# Determine which icon to use
display_data = {}
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name]) - 1)
display_name = progressive_names[item_name][level]
acquired = True
if not display_name:
acquired = False
display_name = progressive_names[item_name][level + 1]
base_name = item_name.split(maxsplit=1)[1].lower()
display_data[base_name + "_acquired"] = acquired
display_data[base_name + "_icon"] = display_name
# The single player tracker doesn't care about overworld, underworld, and total checks. Maybe it should?
sp_areas = ordered_areas[2:15]
return render_template(
template_name_or_list="tracker__ALinkToThePast.html",
@@ -624,8 +893,15 @@ if "A Link to the Past" in network_data_package["games"]:
player=player,
inventory=inventory,
player_name=tracker_data.get_player_name(team, player),
regions=regions,
known_regions=known_regions,
checks_done=checks_done,
checks_in_area=checks_in_area,
acquired_items={tracker_data.item_id_to_name["A Link to the Past"][id] for id in inventory},
sp_areas=sp_areas,
small_key_ids=small_key_ids,
key_locations=player_small_key_locations,
big_key_ids=big_key_ids,
big_key_locations=player_big_key_locations,
**display_data,
)
_multiworld_trackers["A Link to the Past"] = render_ALinkToThePast_multiworld_tracker

View File

@@ -27,9 +27,14 @@ local mmbn3Socket = nil
local frame = 0
-- States
local ITEMSTATE_NONINITIALIZED = "Game Not Yet Started" -- Game has not yet started
local ITEMSTATE_NONITEM = "Non-Itemable State" -- Do not send item now. RAM is not capable of holding
local ITEMSTATE_IDLE = "Item State Ready" -- Ready for the next item if there are any
local itemState = ITEMSTATE_NONITEM
local ITEMSTATE_SENT = "Item Sent Not Claimed" -- The ItemBit is set, but the dialog has not been closed yet
local itemState = ITEMSTATE_NONINITIALIZED
local itemQueued = nil
local itemQueueCounter = 120
local debugEnabled = false
local game_complete = false
@@ -99,19 +104,21 @@ end
local IsInBattle = function()
return memory.read_u8(0x020097F8) == 0x08
end
local IsItemQueued = function()
return memory.read_u8(0x2000224) == 0x01
end
-- This function actually determines when you're on ANY full-screen menu (navi cust, link battle, etc.) but we
-- don't want to check any locations there either so it's fine.
local IsOnTitle = function()
return bit.band(memory.read_u8(0x020097F8),0x04) == 0
end
local IsItemable = function()
return not IsInMenu() and not IsInTransition() and not IsInDialog() and not IsInBattle() and not IsOnTitle()
return not IsInMenu() and not IsInTransition() and not IsInDialog() and not IsInBattle() and not IsOnTitle() and not IsItemQueued()
end
local is_game_complete = function()
-- If on the title screen don't read RAM, RAM can't be trusted yet
if IsOnTitle() then return game_complete end
if IsOnTitle() or itemState == ITEMSTATE_NONINITIALIZED then return game_complete end
-- If the game is already marked complete, do not read memory
if game_complete then return true end
@@ -170,6 +177,14 @@ local Check_Progressive_Undernet_ID = function()
end
return 9
end
local GenerateTextBytes = function(message)
bytes = {}
for i = 1, #message do
local c = message:sub(i,i)
table.insert(bytes, charDict[c])
end
return bytes
end
-- Item Message Generation functions
local Next_Progressive_Undernet_ID = function(index)
@@ -181,6 +196,150 @@ local Next_Progressive_Undernet_ID = function(index)
item_index=ordered_IDs[index]
return item_index
end
local Extra_Progressive_Undernet = function()
fragBytes = int32ToByteList_le(20)
bytes = {
0xF6, 0x50, fragBytes[1], fragBytes[2], fragBytes[3], fragBytes[4], 0xFF, 0xFF, 0xFF
}
bytes = TableConcat(bytes, GenerateTextBytes("The extra data\ndecompiles into:\n\"20 BugFrags\"!!"))
return bytes
end
local GenerateChipGet = function(chip, code, amt)
chipBytes = int16ToByteList_le(chip)
bytes = {
0xF6, 0x10, chipBytes[1], chipBytes[2], code, amt,
charDict['G'], charDict['o'], charDict['t'], charDict[' '], charDict['a'], charDict[' '], charDict['c'], charDict['h'], charDict['i'], charDict['p'], charDict[' '], charDict['f'], charDict['o'], charDict['r'], charDict['\n'],
}
if chip < 256 then
bytes = TableConcat(bytes, {
charDict['\"'], 0xF9,0x00,chipBytes[1],0x01,0x00,0xF9,0x00,code,0x03, charDict['\"'],charDict['!'],charDict['!']
})
else
bytes = TableConcat(bytes, {
charDict['\"'], 0xF9,0x00,chipBytes[1],0x02,0x00,0xF9,0x00,code,0x03, charDict['\"'],charDict['!'],charDict['!']
})
end
return bytes
end
local GenerateKeyItemGet = function(item, amt)
bytes = {
0xF6, 0x00, item, amt,
charDict['G'], charDict['o'], charDict['t'], charDict[' '], charDict['a'], charDict['\n'],
charDict['\"'], 0xF9, 0x00, item, 0x00, charDict['\"'],charDict['!'],charDict['!']
}
return bytes
end
local GenerateSubChipGet = function(subchip, amt)
-- SubChips have an extra bit of trouble. If you have too many, they're supposed to skip to another text bank that doesn't give you the item
-- Instead, I'm going to just let it get eaten
bytes = {
0xF6, 0x20, subchip, amt, 0xFF, 0xFF, 0xFF,
charDict['G'], charDict['o'], charDict['t'], charDict[' '], charDict['a'], charDict['\n'],
charDict['S'], charDict['u'], charDict['b'], charDict['C'], charDict['h'], charDict['i'], charDict['p'], charDict[' '], charDict['f'], charDict['o'], charDict['r'], charDict['\n'],
charDict['\"'], 0xF9, 0x00, subchip, 0x00, charDict['\"'],charDict['!'],charDict['!']
}
return bytes
end
local GenerateZennyGet = function(amt)
zennyBytes = int32ToByteList_le(amt)
bytes = {
0xF6, 0x30, zennyBytes[1], zennyBytes[2], zennyBytes[3], zennyBytes[4], 0xFF, 0xFF, 0xFF,
charDict['G'], charDict['o'], charDict['t'], charDict[' '], charDict['a'], charDict['\n'], charDict['\"']
}
-- The text needs to be added one char at a time, so we need to convert the number to a string then iterate through it
zennyStr = tostring(amt)
for i = 1, #zennyStr do
local c = zennyStr:sub(i,i)
table.insert(bytes, charDict[c])
end
bytes = TableConcat(bytes, {
charDict[' '], charDict['Z'], charDict['e'], charDict['n'], charDict['n'], charDict['y'], charDict['s'], charDict['\"'],charDict['!'],charDict['!']
})
return bytes
end
local GenerateProgramGet = function(program, color, amt)
bytes = {
0xF6, 0x40, (program * 4), amt, color,
charDict['G'], charDict['o'], charDict['t'], charDict[' '], charDict['a'], charDict[' '], charDict['N'], charDict['a'], charDict['v'], charDict['i'], charDict['\n'],
charDict['C'], charDict['u'], charDict['s'], charDict['t'], charDict['o'], charDict['m'], charDict['i'], charDict['z'], charDict['e'], charDict['r'], charDict[' '], charDict['P'], charDict['r'], charDict['o'], charDict['g'], charDict['r'], charDict['a'], charDict['m'], charDict[':'], charDict['\n'],
charDict['\"'], 0xF9, 0x00, program, 0x05, charDict['\"'],charDict['!'],charDict['!']
}
return bytes
end
local GenerateBugfragGet = function(amt)
fragBytes = int32ToByteList_le(amt)
bytes = {
0xF6, 0x50, fragBytes[1], fragBytes[2], fragBytes[3], fragBytes[4], 0xFF, 0xFF, 0xFF,
charDict['G'], charDict['o'], charDict['t'], charDict[':'], charDict['\n'], charDict['\"']
}
-- The text needs to be added one char at a time, so we need to convert the number to a string then iterate through it
bugFragStr = tostring(amt)
for i = 1, #bugFragStr do
local c = bugFragStr:sub(i,i)
table.insert(bytes, charDict[c])
end
bytes = TableConcat(bytes, {
charDict[' '], charDict['B'], charDict['u'], charDict['g'], charDict['F'], charDict['r'], charDict['a'], charDict['g'], charDict['s'], charDict['\"'],charDict['!'],charDict['!']
})
return bytes
end
local GenerateGetMessageFromItem = function(item)
--Special case for progressive undernet
if item["type"] == "undernet" then
undernet_id = Check_Progressive_Undernet_ID()
if undernet_id > 8 then
return Extra_Progressive_Undernet()
end
return GenerateKeyItemGet(Next_Progressive_Undernet_ID(undernet_id),1)
elseif item["type"] == "chip" then
return GenerateChipGet(item["itemID"], item["subItemID"], item["count"])
elseif item["type"] == "key" then
return GenerateKeyItemGet(item["itemID"], item["count"])
elseif item["type"] == "subchip" then
return GenerateSubChipGet(item["itemID"], item["count"])
elseif item["type"] == "zenny" then
return GenerateZennyGet(item["count"])
elseif item["type"] == "program" then
return GenerateProgramGet(item["itemID"], item["subItemID"], item["count"])
elseif item["type"] == "bugfrag" then
return GenerateBugfragGet(item["count"])
end
return GenerateTextBytes("Empty Message")
end
local GetMessage = function(item)
startBytes = {0x02, 0x00}
playerLockBytes = {0xF8,0x00, 0xF8, 0x10}
msgOpenBytes = {0xF1, 0x02}
textBytes = GenerateTextBytes("Receiving\ndata from\n"..item["sender"]..".")
dotdotWaitBytes = {0xEA,0x00,0x0A,0x00,0x4D,0xEA,0x00,0x0A,0x00,0x4D}
continueBytes = {0xEB, 0xE9}
-- continueBytes = {0xE9}
playReceiveAnimationBytes = {0xF8,0x04,0x18}
chipGiveBytes = GenerateGetMessageFromItem(item)
playerFinishBytes = {0xF8, 0x0C}
playerUnlockBytes={0xEB, 0xF8, 0x08}
-- playerUnlockBytes={0xF8, 0x08}
endMessageBytes = {0xF8, 0x10, 0xE7}
bytes = {}
bytes = TableConcat(bytes,startBytes)
bytes = TableConcat(bytes,playerLockBytes)
bytes = TableConcat(bytes,msgOpenBytes)
bytes = TableConcat(bytes,textBytes)
bytes = TableConcat(bytes,dotdotWaitBytes)
bytes = TableConcat(bytes,continueBytes)
bytes = TableConcat(bytes,playReceiveAnimationBytes)
bytes = TableConcat(bytes,chipGiveBytes)
bytes = TableConcat(bytes,playerFinishBytes)
bytes = TableConcat(bytes,playerUnlockBytes)
bytes = TableConcat(bytes,endMessageBytes)
return bytes
end
local getChipCodeIndex = function(chip_id, chip_code)
chipCodeArrayStartAddress = 0x8011510 + (0x20 * chip_id)
@@ -194,10 +353,6 @@ local getChipCodeIndex = function(chip_id, chip_code)
end
local getProgramColorIndex = function(program_id, program_color)
-- For whatever reason, OilBody (ID 24) does not follow the rules and should be color index 3
if program_id == 24 then
return 3
end
-- The general case, most programs use white pink or yellow. This is the values the enums already have
if program_id >= 20 and program_id <= 47 then
return program_color-1
@@ -246,11 +401,11 @@ local changeZenny = function(val)
return 0
end
if memory.read_u32_le(0x20018F4) <= math.abs(tonumber(val)) and tonumber(val) < 0 then
memory.write_u32_le(0x20018F4, 0)
memory.write_u32_le(0x20018f4, 0)
val = 0
return "empty"
end
memory.write_u32_le(0x20018F4, memory.read_u32_le(0x20018F4) + tonumber(val))
memory.write_u32_le(0x20018f4, memory.read_u32_le(0x20018F4) + tonumber(val))
if memory.read_u32_le(0x20018F4) > 999999 then
memory.write_u32_le(0x20018F4, 999999)
end
@@ -262,17 +417,30 @@ local changeFrags = function(val)
return 0
end
if memory.read_u16_le(0x20018F8) <= math.abs(tonumber(val)) and tonumber(val) < 0 then
memory.write_u16_le(0x20018F8, 0)
memory.write_u16_le(0x20018f8, 0)
val = 0
return "empty"
end
memory.write_u16_le(0x20018F8, memory.read_u16_le(0x20018F8) + tonumber(val))
memory.write_u16_le(0x20018f8, memory.read_u16_le(0x20018F8) + tonumber(val))
if memory.read_u16_le(0x20018F8) > 9999 then
memory.write_u16_le(0x20018F8, 9999)
end
return val
end
-- Fix Health Pools
local fix_hp = function()
-- Current Health fix
if IsInBattle() and not (memory.read_u16_le(0x20018A0) == memory.read_u16_le(0x2037294)) then
memory.write_u16_le(0x20018A0, memory.read_u16_le(0x2037294))
end
-- Max Health Fix
if IsInBattle() and not (memory.read_u16_le(0x20018A2) == memory.read_u16_le(0x2037296)) then
memory.write_u16_le(0x20018A2, memory.read_u16_le(0x2037296))
end
end
local changeRegMemory = function(amt)
regMemoryAddress = 0x02001897
currentRegMem = memory.read_u8(regMemoryAddress)
@@ -280,18 +448,34 @@ local changeRegMemory = function(amt)
end
local changeMaxHealth = function(val)
if val == nil then
fix_hp()
if val == nil then
fix_hp()
return 0
end
if math.abs(tonumber(val)) >= memory.read_u16_le(0x20018A2) and tonumber(val) < 0 then
memory.write_u16_le(0x20018A2, 0)
if IsInBattle() then
memory.write_u16_le(0x2037296, memory.read_u16_le(0x20018A2))
if memory.read_u16_le(0x2037296) >= memory.read_u16_le(0x20018A2) then
memory.write_u16_le(0x2037296, memory.read_u16_le(0x20018A2))
end
end
fix_hp()
return "lethal"
end
memory.write_u16_le(0x20018A2, memory.read_u16_le(0x20018A2) + tonumber(val))
if memory.read_u16_le(0x20018A2) > 9999 then
memory.write_u16_le(0x20018A2, 9999)
end
if IsInBattle() then
memory.write_u16_le(0x2037296, memory.read_u16_le(0x20018A2))
end
fix_hp()
return val
end
local SendItemToGame = function(item)
local SendItem = function(item)
if item["type"] == "undernet" then
undernet_id = Check_Progressive_Undernet_ID()
if undernet_id > 8 then
@@ -369,6 +553,13 @@ local OpenShortcuts = function()
end
end
local RestoreItemRam = function()
if backup_bytes ~= nil then
memory.write_bytes_as_array(0x203fe10, backup_bytes)
end
backup_bytes = nil
end
local process_block = function(block)
-- Sometimes the block is nothing, if this is the case then quietly stop processing
if block == nil then
@@ -383,7 +574,14 @@ local process_block = function(block)
end
local itemStateMachineProcess = function()
if itemState == ITEMSTATE_NONITEM then
if itemState == ITEMSTATE_NONINITIALIZED then
itemQueueCounter = 120
-- Only exit this state the first time a dialog window pops up. This way we know for sure that we're ready to receive
if not IsInMenu() and (IsInDialog() or IsInTransition()) then
itemState = ITEMSTATE_NONITEM
end
elseif itemState == ITEMSTATE_NONITEM then
itemQueueCounter = 120
-- Always attempt to restore the previously stored memory in this state
-- Exit this state whenever the game is in an itemable status
if IsItemable() then
@@ -394,11 +592,26 @@ local itemStateMachineProcess = function()
if not IsItemable() then
itemState = ITEMSTATE_NONITEM
end
if #itemsReceived > loadItemIndexFromRAM() then
itemQueued = itemsReceived[loadItemIndexFromRAM()+1]
SendItemToGame(itemQueued)
saveItemIndexToRAM(itemQueued["itemIndex"])
if itemQueueCounter == 0 then
if #itemsReceived > loadItemIndexFromRAM() and not IsItemQueued() then
itemQueued = itemsReceived[loadItemIndexFromRAM()+1]
SendItem(itemQueued)
itemState = ITEMSTATE_SENT
end
else
itemQueueCounter = itemQueueCounter - 1
end
elseif itemState == ITEMSTATE_SENT then
-- Once the item is sent, wait for the dialog to close. Then clear the item bit and be ready for the next item.
if IsInTransition() or IsInMenu() or IsOnTitle() then
itemState = ITEMSTATE_NONITEM
itemQueued = nil
RestoreItemRam()
elseif not IsInDialog() then
itemState = ITEMSTATE_IDLE
saveItemIndexToRAM(itemQueued["itemIndex"])
itemQueued = nil
RestoreItemRam()
end
end
end
@@ -489,8 +702,18 @@ function main()
-- Handle the debug data display
gui.cleartext()
if debugEnabled then
gui.text(0,0,itemState)
gui.text(0,16,"Item Index: "..loadItemIndexFromRAM())
-- gui.text(0,0,"Item Queued: "..tostring(IsItemQueued()))
-- gui.text(0,16,"In Battle: "..tostring(IsInBattle()))
-- gui.text(0,32,"In Dialog: "..tostring(IsInDialog()))
-- gui.text(0,48,"In Menu: "..tostring(IsInMenu()))
gui.text(0,48,"Item Wait Time: "..tostring(itemQueueCounter))
gui.text(0,64,itemState)
if itemQueued == nil then
gui.text(0,80,"No item queued")
else
gui.text(0,80,itemQueued["type"].." "..itemQueued["itemID"])
end
gui.text(0,96,"Item Index: "..loadItemIndexFromRAM())
end
emu.frameadvance()

View File

@@ -35,7 +35,7 @@
/worlds/celeste64/ @PoryGone
# ChecksFinder
/worlds/checksfinder/ @SunCatMC
/worlds/checksfinder/ @jonloveslegos
# Clique
/worlds/clique/ @ThePhar

View File

@@ -17,15 +17,6 @@
* Use type annotations where possible for function signatures and class members.
* Use type annotations where appropriate for local variables (e.g. `var: List[int] = []`, or when the
type is hard or impossible to deduce.) Clear annotations help developers look up and validate API calls.
* If a line ends with an open bracket/brace/parentheses, the matching closing bracket should be at the
beginning of a line at the same indentation as the beginning of the line with the open bracket.
```python
stuff = {
x: y
for x, y in thing
if y > 2
}
```
* New classes, attributes, and methods in core code should have docstrings that follow
[reST style](https://peps.python.org/pep-0287/).
* Worlds that do not follow PEP8 should still have a consistent style across its files to make reading easier.

View File

@@ -1,4 +1,4 @@
# This is a sample configuration for the Web host.
# This is a sample configuration for the Web host.
# If you wish to change any of these, rename this file to config.yaml
# Default values are shown here. Uncomment and change the values as desired.
@@ -25,7 +25,7 @@
# Secret key used to determine important things like cookie authentication of room/seed page ownership.
# If you wish to deploy, uncomment the following line and set it to something not easily guessable.
# SECRET_KEY: "Your secret key here"
# SECRET_KEY: "Your secret key here"
# TODO
#JOB_THRESHOLD: 2
@@ -38,7 +38,7 @@
# provider: "sqlite"
# filename: "ap.db3" # This MUST be the ABSOLUTE PATH to the file.
# create_db: true
# Maximum number of players that are allowed to be rolled on the server. After this limit, one should roll locally and upload the results.
#MAX_ROLL: 20
@@ -50,7 +50,3 @@
# Host Address. This is the address encoded into the patch that will be used for client auto-connect.
#HOST_ADDRESS: archipelago.gg
# Asset redistribution rights. If true, the host affirms they have been given explicit permission to redistribute
# the proprietary assets in WebHostLib
#ASSET_RIGHTS: false

View File

@@ -380,6 +380,11 @@ from BaseClasses import Location
class MyGameLocation(Location):
game: str = "My Game"
# override constructor to automatically mark event locations as such
def __init__(self, player: int, name="", code=None, parent=None) -> None:
super(MyGameLocation, self).__init__(player, name, code, parent)
self.event = code is None
```
in your `__init__.py` or your `locations.py`.

18
kvui.py
View File

@@ -740,17 +740,15 @@ class KivyJSONtoTextParser(JSONtoTextParser):
def _handle_item_name(self, node: JSONMessagePart):
flags = node.get("flags", 0)
item_types = []
if flags & 0b001: # advancement
item_types.append("progression")
if flags & 0b010: # useful
item_types.append("useful")
if flags & 0b100: # trap
item_types.append("trap")
if not item_types:
item_types.append("normal")
node.setdefault("refs", []).append("Item Class: " + ", ".join(item_types))
itemtype = "progression"
elif flags & 0b010: # useful
itemtype = "useful"
elif flags & 0b100: # trap
itemtype = "trap"
else:
itemtype = "normal"
node.setdefault("refs", []).append("Item Class: " + itemtype)
return super(KivyJSONtoTextParser, self)._handle_item_name(node)
def _handle_player_id(self, node: JSONMessagePart):

View File

@@ -200,7 +200,7 @@ class Group:
def _dump_value(cls, value: Any, f: TextIO, indent: str) -> None:
"""Write a single yaml line to f"""
from Utils import dump, Dumper as BaseDumper
yaml_line: str = dump(value, Dumper=cast(BaseDumper, cls._dumper), width=2**31-1)
yaml_line: str = dump(value, Dumper=cast(BaseDumper, cls._dumper))
assert yaml_line.count("\n") == 1, f"Unexpected input for yaml dumper: {value}"
f.write(f"{indent}{yaml_line}")
@@ -671,6 +671,7 @@ class GeneratorOptions(Group):
weights_file_path: WeightsFilePath = WeightsFilePath("weights.yaml")
meta_file_path: MetaFilePath = MetaFilePath("meta.yaml")
spoiler: Spoiler = Spoiler(3)
glitch_triforce_room: GlitchTriforceRoom = GlitchTriforceRoom(1) # why is this here?
race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")

View File

@@ -21,7 +21,7 @@ from pathlib import Path
# This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it
try:
requirement = 'cx-Freeze>=6.15.16,<7'
requirement = 'cx-Freeze>=6.15.10'
import pkg_resources
try:
pkg_resources.require(requirement)

View File

@@ -221,7 +221,7 @@ class WorldTestBase(unittest.TestCase):
if isinstance(items, Item):
items = (items,)
for item in items:
if item.location and item.advancement and item.location in self.multiworld.state.events:
if item.location and item.location.event and item.location in self.multiworld.state.events:
self.multiworld.state.events.remove(item.location)
self.multiworld.state.remove(item)

View File

@@ -80,6 +80,7 @@ def fill_region(multiworld: MultiWorld, region: Region, items: List[Item]) -> Li
return items
item = items.pop(0)
multiworld.push_item(location, item, False)
location.event = item.advancement
return items
@@ -488,6 +489,7 @@ class TestFillRestrictive(unittest.TestCase):
player1 = generate_player_data(multiworld, 1, 1, 1)
location = player1.locations[0]
location.address = None
location.event = True
item = player1.prog_items[0]
item.code = None
location.place_locked_item(item)
@@ -525,13 +527,13 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
distribute_items_restrictive(multiworld)
self.assertEqual(locations[0].item, basic_items[1])
self.assertFalse(locations[0].advancement)
self.assertFalse(locations[0].event)
self.assertEqual(locations[1].item, prog_items[0])
self.assertTrue(locations[1].advancement)
self.assertTrue(locations[1].event)
self.assertEqual(locations[2].item, prog_items[1])
self.assertTrue(locations[2].advancement)
self.assertTrue(locations[2].event)
self.assertEqual(locations[3].item, basic_items[0])
self.assertFalse(locations[3].advancement)
self.assertFalse(locations[3].event)
def test_excluded_distribute(self):
"""Test that distribute_items_restrictive doesn't put advancement items on excluded locations"""
@@ -744,7 +746,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
for item in multiworld.get_items():
self.assertEqual(item.player, item.location.player)
self.assertFalse(item.location.advancement, False)
self.assertFalse(item.location.event, False)
def test_early_items(self) -> None:
"""Test that the early items API successfully places items early"""

View File

@@ -1,24 +1,18 @@
import os
import unittest
from io import StringIO
from tempfile import TemporaryFile
from typing import Any, Dict, List, cast
from settings import Settings
import Utils
from settings import Settings, Group
class TestIDs(unittest.TestCase):
yaml_options: Dict[Any, Any]
@classmethod
def setUpClass(cls) -> None:
with TemporaryFile("w+", encoding="utf-8") as f:
Settings(None).dump(f)
f.seek(0, os.SEEK_SET)
yaml_options = Utils.parse_yaml(f.read())
assert isinstance(yaml_options, dict)
cls.yaml_options = yaml_options
cls.yaml_options = Utils.parse_yaml(f.read())
def test_utils_in_yaml(self) -> None:
"""Tests that the auto generated host.yaml has default settings in it"""
@@ -36,47 +30,3 @@ class TestIDs(unittest.TestCase):
self.assertIn(option_key, utils_options)
for sub_option_key in option_set:
self.assertIn(sub_option_key, utils_options[option_key])
class TestSettingsDumper(unittest.TestCase):
def test_string_format(self) -> None:
"""Test that dumping a string will yield the expected output"""
# By default, pyyaml has automatic line breaks in strings and quoting is optional.
# What we want for consistency instead is single-line strings and always quote them.
# Line breaks have to become \n in that quoting style.
class AGroup(Group):
key: str = " ".join(["x"] * 60) + "\n" # more than 120 chars, contains spaces and a line break
with StringIO() as writer:
AGroup().dump(writer, 0)
expected_value = AGroup.key.replace("\n", "\\n")
self.assertEqual(writer.getvalue(), f"key: \"{expected_value}\"\n",
"dumped string has unexpected formatting")
def test_indentation(self) -> None:
"""Test that dumping items will add indentation"""
# NOTE: we don't care how many spaces there are, but it has to be a multiple of level
class AList(List[Any]):
__doc__ = None # make sure we get no doc string
class AGroup(Group):
key: AList = cast(AList, ["a", "b", [1]])
for level in range(3):
with StringIO() as writer:
AGroup().dump(writer, level)
lines = writer.getvalue().split("\n", 5)
key_line = lines[0]
key_spaces = len(key_line) - len(key_line.lstrip(" "))
value_lines = lines[1:-1]
value_spaces = [len(value_line) - len(value_line.lstrip(" ")) for value_line in value_lines]
if level == 0:
self.assertEqual(key_spaces, 0)
else:
self.assertGreaterEqual(key_spaces, level)
self.assertEqual(key_spaces % level, 0)
self.assertGreaterEqual(value_spaces[0], key_spaces) # a
self.assertEqual(value_spaces[1], value_spaces[0]) # b
self.assertEqual(value_spaces[2], value_spaces[0]) # start of sub-list
self.assertGreater(value_spaces[3], value_spaces[0],
f"{value_lines[3]} should have more indentation than {value_lines[0]} in {lines}")

View File

@@ -1,7 +1,4 @@
import unittest
from BaseClasses import PlandoOptions
from Options import ItemLinks
from worlds.AutoWorld import AutoWorldRegister
@@ -20,30 +17,3 @@ class TestOptions(unittest.TestCase):
with self.subTest(game=gamename):
self.assertFalse(hasattr(world_type, "options"),
f"Unexpected assignment to {world_type.__name__}.options!")
def test_item_links_name_groups(self):
"""Tests that item links successfully unfold item_name_groups"""
item_link_groups = [
[{
"name": "ItemLinkGroup",
"item_pool": ["Everything"],
"link_replacement": False,
"replacement_item": None,
}],
[{
"name": "ItemLinkGroup",
"item_pool": ["Hammer", "Bow"],
"link_replacement": False,
"replacement_item": None,
}]
]
# we really need some sort of test world but generic doesn't have enough items for this
world = AutoWorldRegister.world_types["A Link to the Past"]
plando_options = PlandoOptions.from_option_string("bosses")
item_links = [ItemLinks.from_any(item_link_groups[0]), ItemLinks.from_any(item_link_groups[1])]
for link in item_links:
link.verify(world, "tester", plando_options)
self.assertIn("Hammer", link.value[0]["item_pool"])
self.assertIn("Bow", link.value[0]["item_pool"])
# TODO test that the group created using these options has the items

View File

@@ -1,7 +1,7 @@
""" FillType_* is not a real kivy type - just something to fill unknown typing. """
from typing import Any, Optional, Protocol
from ..graphics.texture import FillType_Drawable, FillType_Vec
from ..graphics import FillType_Drawable, FillType_Vec
class FillType_BindCallback(Protocol):

View File

@@ -64,7 +64,7 @@ class SuffixIdentifier:
def __init__(self, *args: str):
self.suffixes = args
def __call__(self, path: str) -> bool:
def __call__(self, path: str):
if isinstance(path, str):
for suffix in self.suffixes:
if path.endswith(suffix):

View File

@@ -234,11 +234,8 @@ async def _run_game(rom: str):
async def _patch_and_run_game(patch_file: str):
try:
metadata, output_file = Patch.create_rom_file(patch_file)
Utils.async_start(_run_game(output_file))
except Exception as exc:
logger.exception(exc)
metadata, output_file = Patch.create_rom_file(patch_file)
Utils.async_start(_run_game(output_file))
def launch() -> None:

View File

@@ -19,9 +19,9 @@ class WorldPosition:
def get_position(self, random):
if self.room_x is None or self.room_y is None:
return self.room_id, random.choice(standard_positions)
return random.choice(standard_positions)
else:
return self.room_id, (self.room_x, self.room_y)
return self.room_x, self.room_y
class LocationData:
@@ -46,26 +46,24 @@ class LocationData:
self.needs_bat_logic: int = needs_bat_logic
self.local_item: int = None
def get_random_position(self, random):
x: int = None
y: int = None
if self.world_positions is None or len(self.world_positions) == 0:
if self.room_id is None:
return None
x, y = random.choice(standard_positions)
return self.room_id, x, y
else:
selected_pos = random.choice(self.world_positions)
room_id, (x, y) = selected_pos.get_position(random)
return self.get_random_room_id(random), x, y
def get_random_room_id(self, random):
def get_position(self, random):
if self.world_positions is None or len(self.world_positions) == 0:
if self.room_id is None:
return None
self.room_x, self.room_y = random.choice(standard_positions)
if self.room_id is None:
selected_pos = random.choice(self.world_positions)
return selected_pos.room_id
self.room_id = selected_pos.room_id
self.room_x, self.room_y = selected_pos.get_position(random)
return self.room_x, self.room_y
def get_room_id(self, random):
if self.world_positions is None or len(self.world_positions) == 0:
return None
if self.room_id is None:
selected_pos = random.choice(self.world_positions)
self.room_id = selected_pos.room_id
self.room_x, self.room_y = selected_pos.get_position(random)
return self.room_id
@@ -99,7 +97,7 @@ def get_random_room_in_regions(regions: [str], random) -> int:
possible_rooms = {}
for locname in location_table:
if location_table[locname].region in regions:
room = location_table[locname].get_random_room_id(random)
room = location_table[locname].get_room_id(random)
if room is not None:
possible_rooms[room] = location_table[locname].room_id
return random.choice(list(possible_rooms.keys()))

View File

@@ -25,6 +25,8 @@ def connect(world: MultiWorld, player: int, source: str, target: str, rule: call
def create_regions(multiworld: MultiWorld, player: int, dragon_rooms: []) -> None:
for name, locdata in location_table.items():
locdata.get_position(multiworld.random)
menu = Region("Menu", player, multiworld)

View File

@@ -371,9 +371,8 @@ class AdventureWorld(World):
if location.item.player == self.player and \
location.item.name == "nothing":
location_data = location_table[location.name]
room_id = location_data.get_random_room_id(self.random)
auto_collect_locations.append(AdventureAutoCollectLocation(location_data.short_location_id,
room_id))
location_data.room_id))
# standard Adventure items, which are placed in the rom
elif location.item.player == self.player and \
location.item.name != "nothing" and \
@@ -384,18 +383,14 @@ class AdventureWorld(World):
item_ram_address = item_ram_addresses[item_table[location.item.name].table_index]
item_position_data_start = item_position_table + item_ram_address - items_ram_start
location_data = location_table[location.name]
(room_id, room_x, room_y) = \
location_data.get_random_position(self.random)
room_x, room_y = location_data.get_position(self.multiworld.per_slot_randoms[self.player])
if location_data.needs_bat_logic and bat_logic == 0x0:
copied_location = copy.copy(location_data)
copied_location.local_item = item_ram_address
copied_location.room_id = room_id
copied_location.room_x = room_x
copied_location.room_y = room_y
bat_no_touch_locs.append(copied_location)
del unplaced_local_items[location.item.name]
rom_deltas[item_position_data_start] = room_id
rom_deltas[item_position_data_start] = location_data.room_id
rom_deltas[item_position_data_start + 1] = room_x
rom_deltas[item_position_data_start + 2] = room_y
local_item_to_location[item_table_offset] = self.location_name_to_id[location.name] \
@@ -403,20 +398,14 @@ class AdventureWorld(World):
# items from other worlds, and non-standard Adventure items handled by script, like difficulty switches
elif location.item.code is not None:
if location.item.code != nothing_item_id:
location_data = copy.copy(location_table[location.name])
(room_id, room_x, room_y) = \
location_data.get_random_position(self.random)
location_data.room_id = room_id
location_data.room_x = room_x
location_data.room_y = room_y
location_data = location_table[location.name]
foreign_item_locations.append(location_data)
if location_data.needs_bat_logic and bat_logic == 0x0:
bat_no_touch_locs.append(location_data)
else:
location_data = location_table[location.name]
room_id = location_data.get_random_room_id(self.random)
auto_collect_locations.append(AdventureAutoCollectLocation(location_data.short_location_id,
room_id))
location_data.room_id))
# Adventure items that are in another world get put in an invalid room until needed
for unplaced_item_name, unplaced_item in unplaced_local_items.items():
item_position_data_start = get_item_position_data_start(unplaced_item.table_index)

View File

@@ -23,7 +23,170 @@ def parse_arguments(argv, no_defaults=False):
multiargs, _ = parser.parse_known_args(argv)
parser = argparse.ArgumentParser(formatter_class=ArgumentDefaultsHelpFormatter)
parser.add_argument('--logic', default=defval('no_glitches'), const='no_glitches', nargs='?', choices=['no_glitches', 'minor_glitches', 'overworld_glitches', 'hybrid_major_glitches', 'no_logic'],
help='''\
Select Enforcement of Item Requirements. (default: %(default)s)
No Glitches:
Minor Glitches: May require Fake Flippers, Bunny Revival
and Dark Room Navigation.
Overworld Glitches: May require overworld glitches.
Hybrid Major Glitches: May require both overworld and underworld clipping.
No Logic: Distribute items without regard for
item requirements.
''')
parser.add_argument('--glitch_triforce', help='Allow glitching to Triforce from Ganon\'s room', action='store_true')
parser.add_argument('--mode', default=defval('open'), const='open', nargs='?', choices=['standard', 'open', 'inverted'],
help='''\
Select game mode. (default: %(default)s)
Open: World starts with Zelda rescued.
Standard: Fixes Hyrule Castle Secret Entrance and Front Door
but may lead to weird rain state issues if you exit
through the Hyrule Castle side exits before rescuing
Zelda in a full shuffle.
Inverted: Starting locations are Dark Sanctuary in West Dark
World or at Link's House, which is shuffled freely.
Requires the moon pearl to be Link in the Light World
instead of a bunny.
''')
parser.add_argument('--goal', default=defval('ganon'), const='ganon', nargs='?',
choices=['ganon', 'pedestal', 'bosses', 'triforce_hunt', 'local_triforce_hunt', 'ganon_triforce_hunt', 'local_ganon_triforce_hunt', 'crystals', 'ganon_pedestal'],
help='''\
Select completion goal. (default: %(default)s)
Ganon: Collect all crystals, beat Agahnim 2 then
defeat Ganon.
Crystals: Collect all crystals then defeat Ganon.
Pedestal: Places the Triforce at the Master Sword Pedestal.
Ganon Pedestal: Pull the Master Sword Pedestal, then defeat Ganon.
All Dungeons: Collect all crystals, pendants, beat both
Agahnim fights and then defeat Ganon.
Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them to beat the game.
Local Triforce Hunt: Places 30 Triforce Pieces in your world, collect
20 of them to beat the game.
Ganon Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them, then defeat Ganon.
Local Ganon Triforce Hunt: Places 30 Triforce Pieces in your world,
collect 20 of them, then defeat Ganon.
''')
parser.add_argument('--triforce_pieces_available', default=defval(30),
type=lambda value: min(max(int(value), 1), 90),
help='''Set Triforce Pieces available in item pool.''')
parser.add_argument('--triforce_pieces_required', default=defval(20),
type=lambda value: min(max(int(value), 1), 90),
help='''Set Triforce Pieces required to win a Triforce Hunt''')
parser.add_argument('--difficulty', default=defval('normal'), const='normal', nargs='?',
choices=['easy', 'normal', 'hard', 'expert'],
help='''\
Select game difficulty. Affects available itempool. (default: %(default)s)
Easy: An easier setting with some equipment duplicated and increased health.
Normal: Normal difficulty.
Hard: A harder setting with less equipment and reduced health.
Expert: A harder yet setting with minimum equipment and health.
''')
parser.add_argument('--item_functionality', default=defval('normal'), const='normal', nargs='?',
choices=['easy', 'normal', 'hard', 'expert'],
help='''\
Select limits on item functionality to increase difficulty. (default: %(default)s)
Easy: Easy functionality. (Medallions usable without sword)
Normal: Normal functionality.
Hard: Reduced functionality.
Expert: Greatly reduced functionality.
''')
parser.add_argument('--timer', default=defval('none'), const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed_ohko', 'ohko', 'timed_countdown'],
help='''\
Select game timer setting. Affects available itempool. (default: %(default)s)
None: No timer.
Display: Displays a timer but does not affect
the itempool.
Timed: Starts with clock at zero. Green Clocks
subtract 4 minutes (Total: 20), Blue Clocks
subtract 2 minutes (Total: 10), Red Clocks add
2 minutes (Total: 10). Winner is player with
lowest time at the end.
Timed OHKO: Starts clock at 10 minutes. Green Clocks add
5 minutes (Total: 25). As long as clock is at 0,
Link will die in one hit.
OHKO: Like Timed OHKO, but no clock items are present
and the clock is permenantly at zero.
Timed Countdown: Starts with clock at 40 minutes. Same clocks as
Timed mode. If time runs out, you lose (but can
still keep playing).
''')
parser.add_argument('--countdown_start_time', default=defval(10), type=int,
help='''Set amount of time, in minutes, to start with in Timed Countdown and Timed OHKO modes''')
parser.add_argument('--red_clock_time', default=defval(-2), type=int,
help='''Set amount of time, in minutes, to add from picking up red clocks; negative removes time instead''')
parser.add_argument('--blue_clock_time', default=defval(2), type=int,
help='''Set amount of time, in minutes, to add from picking up blue clocks; negative removes time instead''')
parser.add_argument('--green_clock_time', default=defval(4), type=int,
help='''Set amount of time, in minutes, to add from picking up green clocks; negative removes time instead''')
parser.add_argument('--dungeon_counters', default=defval('default'), const='default', nargs='?', choices=['default', 'on', 'pickup', 'off'],
help='''\
Select dungeon counter display settings. (default: %(default)s)
(Note, since timer takes up the same space on the hud as dungeon
counters, timer settings override dungeon counter settings.)
Default: Dungeon counters only show when the compass is
picked up, or otherwise sent, only when compass
shuffle is turned on.
On: Dungeon counters are always displayed.
Pickup: Dungeon counters are shown when the compass is
picked up, even when compass shuffle is turned
off.
Off: Dungeon counters are never shown.
''')
parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?',
choices=['freshness', 'flood', 'vt25', 'vt26', 'balanced'],
help='''\
Select item filling algorithm. (default: %(default)s
balanced: vt26 derivitive that aims to strike a balance between
the overworld heavy vt25 and the dungeon heavy vt26
algorithm.
vt26: Shuffle items and place them in a random location
that it is not impossible to be in. This includes
dungeon keys and items.
vt25: Shuffle items and place them in a random location
that it is not impossible to be in.
Flood: Push out items starting from Link\'s House and
slightly biased to placing progression items with
less restrictions.
''')
parser.add_argument('--shuffle', default=defval('vanilla'), const='vanilla', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'crossed', 'insanity', 'restricted_legacy', 'full_legacy', 'madness_legacy', 'insanity_legacy', 'dungeons_full', 'dungeons_simple', 'dungeons_crossed'],
help='''\
Select Entrance Shuffling Algorithm. (default: %(default)s)
Full: Mix cave and dungeon entrances freely while limiting
multi-entrance caves to one world.
Simple: Shuffle Dungeon Entrances/Exits between each other
and keep all 4-entrance dungeons confined to one
location. All caves outside of death mountain are
shuffled in pairs and matched by original type.
Restricted: Use Dungeons shuffling from Simple but freely
connect remaining entrances.
Crossed: Mix cave and dungeon entrances freely while allowing
caves to cross between worlds.
Insanity: Decouple entrances and exits from each other and
shuffle them freely. Caves that used to be single
entrance will still exit to the same location from
which they are entered.
Vanilla: All entrances are in the same locations they were
in the base game.
Legacy shuffles preserve behavior from older versions of the
entrance randomizer including significant technical limitations.
The dungeon variants only mix up dungeons and keep the rest of
the overworld vanilla.
''')
parser.add_argument('--open_pyramid', default=defval('auto'), help='''\
Pre-opens the pyramid hole, this removes the Agahnim 2 requirement for it.
Depending on goal, you might still need to beat Agahnim 2 in order to beat ganon.
fast ganon goals are crystals, ganon_triforce_hunt, local_ganon_triforce_hunt, pedestalganon
auto - Only opens pyramid hole if the goal specifies a fast ganon, and entrance shuffle
is vanilla, dungeons_simple or dungeons_full.
goal - Opens pyramid hole if the goal specifies a fast ganon.
yes - Always opens the pyramid hole.
no - Never opens the pyramid hole.
''', choices=['auto', 'goal', 'yes', 'no'])
parser.add_argument('--loglevel', default=defval('info'), const='info', nargs='?', choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
parser.add_argument('--seed', help='Define seed number to generate.', type=int)
parser.add_argument('--count', help='''\
Use to batch generate multiple seeds with same settings.
@@ -32,6 +195,16 @@ def parse_arguments(argv, no_defaults=False):
--seed given will produce the same 10 (different) roms each
time).
''', type=int)
parser.add_argument('--custom', default=defval(False), help='Not supported.')
parser.add_argument('--customitemarray', default=defval(False), help='Not supported.')
# included for backwards compatibility
parser.add_argument('--shuffleganon', help=argparse.SUPPRESS, action='store_true', default=defval(True))
parser.add_argument('--no-shuffleganon', help='''\
If set, the Pyramid Hole and Ganon's Tower are not
included entrance shuffle pool.
''', action='store_false', dest='shuffleganon')
parser.add_argument('--sprite', help='''\
Path to a sprite sheet to use for Link. Needs to be in
binary format and have a length of 0x7000 (28672) bytes,
@@ -39,12 +212,35 @@ def parse_arguments(argv, no_defaults=False):
Alternatively, can be a ALttP Rom patched with a Link
sprite that will be extracted.
''')
parser.add_argument('--shufflebosses', default=defval('none'), choices=['none', 'basic', 'normal', 'chaos',
"singularity"])
parser.add_argument('--enemy_health', default=defval('default'),
choices=['default', 'easy', 'normal', 'hard', 'expert'])
parser.add_argument('--enemy_damage', default=defval('default'), choices=['default', 'shuffled', 'chaos'])
parser.add_argument('--beemizer_total_chance', default=defval(0), type=lambda value: min(max(int(value), 0), 100))
parser.add_argument('--beemizer_trap_chance', default=defval(0), type=lambda value: min(max(int(value), 0), 100))
parser.add_argument('--shop_shuffle', default='', help='''\
combine letters for options:
g: generate default inventories for light and dark world shops, and unique shops
f: generate default inventories for each shop individually
i: shuffle the default inventories of the shops around
p: randomize the prices of the items in shop inventories
u: shuffle capacity upgrades into the item pool
w: consider witch's hut like any other shop and shuffle/randomize it too
''')
parser.add_argument('--shuffle_prizes', default=defval('g'), choices=['', 'g', 'b', 'gb'])
parser.add_argument('--sprite_pool', help='''\
Specifies a colon separated list of sprites used for random/randomonevent. If not specified, the full sprite pool is used.''')
parser.add_argument('--dark_room_logic', default=('Lamp'), choices=["lamp", "torches", "none"], help='''\
For unlit dark rooms, require the Lamp to be considered in logic by default.
Torches means additionally easily accessible Torches that can be lit with Fire Rod are considered doable.
None means full traversal through dark rooms without tools is considered doable.''')
parser.add_argument('--multi', default=defval(1), type=lambda value: max(int(value), 1))
parser.add_argument('--names', default=defval(''))
parser.add_argument('--outputpath')
parser.add_argument('--game', default="Archipelago")
parser.add_argument('--game', default="A Link to the Past")
parser.add_argument('--race', default=defval(False), action='store_true')
parser.add_argument('--outputname')
if multiargs.multi:
@@ -53,21 +249,43 @@ def parse_arguments(argv, no_defaults=False):
ret = parser.parse_args(argv)
# shuffle medallions
ret.required_medallions = ("random", "random")
# cannot be set through CLI currently
ret.plando_items = []
ret.plando_texts = {}
ret.plando_connections = []
if ret.timer == "none":
ret.timer = False
if ret.dungeon_counters == 'on':
ret.dungeon_counters = True
elif ret.dungeon_counters == 'off':
ret.dungeon_counters = False
if multiargs.multi:
defaults = copy.deepcopy(ret)
for player in range(1, multiargs.multi + 1):
playerargs = parse_arguments(shlex.split(getattr(ret, f"p{player}")), True)
for name in ["plando_items", "plando_texts", "plando_connections", "game", "sprite", "sprite_pool"]:
for name in ['logic', 'mode', 'goal', 'difficulty', 'item_functionality',
'shuffle', 'open_pyramid', 'timer',
'countdown_start_time', 'red_clock_time', 'blue_clock_time', 'green_clock_time',
'beemizer_total_chance', 'beemizer_trap_chance',
'shufflebosses', 'enemy_health', 'enemy_damage',
'sprite',
"triforce_pieces_available",
"triforce_pieces_required", "shop_shuffle",
"required_medallions",
"plando_items", "plando_texts", "plando_connections",
'dungeon_counters',
'shuffle_prizes', 'sprite_pool', 'dark_room_logic',
'game']:
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
if player == 1:
setattr(ret, name, {1: value})
else:
getattr(ret, name)[player] = value
return ret
return ret

View File

@@ -554,20 +554,19 @@ def link_entrances(world, player):
# check for swamp palace fix
if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Palace (Entrance)':
world.worlds[player].swamp_patch_required = True
world.swamp_patch_required[player] = True
# check for potion shop location
if world.get_entrance('Potion Shop', player).connected_region.name != 'Potion Shop':
world.worlds[player].powder_patch_required = True
world.powder_patch_required[player] = True
# check for ganon location
if world.get_entrance('Pyramid Hole', player).connected_region.name != 'Pyramid':
world.worlds[player].ganon_at_pyramid = False
world.ganon_at_pyramid[player] = False
# check for Ganon's Tower location
if world.get_entrance('Ganons Tower', player).connected_region.name != 'Ganons Tower (Entrance)':
world.worlds[player].ganonstower_vanilla = False
world.ganonstower_vanilla[player] = False
def link_inverted_entrances(world, player):
# Link's house shuffled freely, Houlihan set in mandatory_connections
@@ -1262,19 +1261,19 @@ def link_inverted_entrances(world, player):
# patch swamp drain
if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Palace (Entrance)':
world.worlds[player].swamp_patch_required = True
world.swamp_patch_required[player] = True
# check for potion shop location
if world.get_entrance('Potion Shop', player).connected_region.name != 'Potion Shop':
world.worlds[player].powder_patch_required = True
world.powder_patch_required[player] = True
# check for ganon location
if world.get_entrance('Inverted Pyramid Hole', player).connected_region.name != 'Pyramid':
world.worlds[player].ganon_at_pyramid = False
world.ganon_at_pyramid[player] = False
# check for Ganon's Tower location
if world.get_entrance('Inverted Ganons Tower', player).connected_region.name != 'Ganons Tower (Entrance)':
world.worlds[player].ganonstower_vanilla = False
world.ganonstower_vanilla[player] = False
def connect_simple(world, exitname, regionname, player):
@@ -2658,10 +2657,6 @@ mandatory_connections = [('Links House S&Q', 'Links House'),
('Turtle Rock (Dark Room) (North)', 'Turtle Rock (Crystaroller Room)'),
('Turtle Rock (Dark Room) (South)', 'Turtle Rock (Eye Bridge)'),
('Turtle Rock Dark Room (South)', 'Turtle Rock (Dark Room)'),
('Turtle Rock Second Section Bomb Wall', 'Turtle Rock (Second Section Bomb Wall)'),
('Turtle Rock Second Section from Bomb Wall', 'Turtle Rock (Second Section)'),
('Turtle Rock Eye Bridge Bomb Wall', 'Turtle Rock (Eye Bridge Bomb Wall)'),
('Turtle Rock Eye Bridge from Bomb Wall', 'Turtle Rock (Eye Bridge)'),
('Turtle Rock (Trinexx)', 'Turtle Rock (Trinexx)'),
('Palace of Darkness Bridge Room', 'Palace of Darkness (Center)'),
('Palace of Darkness Bonk Wall', 'Palace of Darkness (Bonk Section)'),
@@ -2820,10 +2815,6 @@ inverted_mandatory_connections = [('Links House S&Q', 'Inverted Links House'),
('Turtle Rock (Dark Room) (North)', 'Turtle Rock (Crystaroller Room)'),
('Turtle Rock (Dark Room) (South)', 'Turtle Rock (Eye Bridge)'),
('Turtle Rock Dark Room (South)', 'Turtle Rock (Dark Room)'),
('Turtle Rock Second Section Bomb Wall', 'Turtle Rock (Second Section Bomb Wall)'),
('Turtle Rock Second Section from Bomb Wall', 'Turtle Rock (Second Section)'),
('Turtle Rock Eye Bridge Bomb Wall', 'Turtle Rock (Eye Bridge Bomb Wall)'),
('Turtle Rock Eye Bridge from Bomb Wall', 'Turtle Rock (Eye Bridge)'),
('Turtle Rock (Trinexx)', 'Turtle Rock (Trinexx)'),
('Palace of Darkness Bridge Room', 'Palace of Darkness (Center)'),
('Palace of Darkness Bonk Wall', 'Palace of Darkness (Bonk Section)'),

View File

@@ -408,16 +408,14 @@ def create_inverted_regions(world, player):
['Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)']),
create_dungeon_region(world, player, 'Turtle Rock (Second Section)', 'Turtle Rock',
['Turtle Rock - Big Key Chest', 'Turtle Rock - Pokey 2 Key Drop'],
['Turtle Rock Chain Chomp Staircase', 'Turtle Rock Big Key Door',
'Turtle Rock Second Section Bomb Wall']),
create_dungeon_region(world, player, 'Turtle Rock (Second Section Bomb Wall)', 'Turtle Rock', None, ['Turtle Rock Ledge Exit (West)', 'Turtle Rock Second Section from Bomb Wall']),
['Turtle Rock Ledge Exit (West)', 'Turtle Rock Chain Chomp Staircase',
'Turtle Rock Big Key Door']),
create_dungeon_region(world, player, 'Turtle Rock (Big Chest)', 'Turtle Rock', ['Turtle Rock - Big Chest'], ['Turtle Rock (Big Chest) (North)', 'Turtle Rock Ledge Exit (East)']),
create_dungeon_region(world, player, 'Turtle Rock (Crystaroller Room)', 'Turtle Rock', ['Turtle Rock - Crystaroller Room'], ['Turtle Rock Dark Room Staircase', 'Turtle Rock Big Key Door Reverse']),
create_dungeon_region(world, player, 'Turtle Rock (Dark Room)', 'Turtle Rock', None, ['Turtle Rock (Dark Room) (North)', 'Turtle Rock (Dark Room) (South)']),
create_dungeon_region(world, player, 'Turtle Rock (Eye Bridge Bomb Wall)', 'Turtle Rock', None, ['Turtle Rock Isolated Ledge Exit', 'Turtle Rock Eye Bridge from Bomb Wall']),
create_dungeon_region(world, player, 'Turtle Rock (Eye Bridge)', 'Turtle Rock', ['Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right',
'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right'],
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Eye Bridge Bomb Wall']),
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Isolated Ledge Exit']),
create_dungeon_region(world, player, 'Turtle Rock (Trinexx)', 'Turtle Rock', ['Turtle Rock - Boss', 'Turtle Rock - Prize']),
create_dungeon_region(world, player, 'Palace of Darkness (Entrance)', 'Palace of Darkness', ['Palace of Darkness - Shooter Room'], ['Palace of Darkness Bridge Room', 'Palace of Darkness Bonk Wall', 'Palace of Darkness Exit']),
create_dungeon_region(world, player, 'Palace of Darkness (Center)', 'Palace of Darkness', ['Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement'],

View File

@@ -238,7 +238,7 @@ def generate_itempool(world):
raise NotImplementedError(f"Timer {multiworld.timer[player]} for player {player}")
if multiworld.timer[player] in ['ohko', 'timed_ohko']:
world.can_take_damage = False
multiworld.can_take_damage[player] = False
if multiworld.goal[player] in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
multiworld.push_item(multiworld.get_location('Ganon', player), item_factory('Nothing', world), False)
else:
@@ -253,8 +253,10 @@ def generate_itempool(world):
region.locations.append(loc)
multiworld.push_item(loc, item_factory('Triforce', world), False)
loc.event = True
loc.locked = True
multiworld.get_location('Ganon', player).event = True
multiworld.get_location('Ganon', player).locked = True
event_pairs = [
('Agahnim 1', 'Beat Agahnim 1'),
@@ -271,18 +273,18 @@ def generate_itempool(world):
location = multiworld.get_location(location_name, player)
event = item_factory(event_name, world)
multiworld.push_item(location, event, False)
location.locked = True
location.event = location.locked = True
# set up item pool
additional_triforce_pieces = 0
if multiworld.custom:
pool, placed_items, precollected_items, clock_mode, treasure_hunt_count = (
make_custom_item_pool(multiworld, player))
(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count,
treasure_hunt_icon) = make_custom_item_pool(multiworld, player)
multiworld.rupoor_cost = min(multiworld.customitemarray[67], 9999)
else:
pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, additional_triforce_pieces = (
get_pool_core(multiworld, player))
pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, \
treasure_hunt_icon, additional_triforce_pieces = get_pool_core(multiworld, player)
for item in precollected_items:
multiworld.push_precollected(item_factory(item, world))
@@ -317,11 +319,11 @@ def generate_itempool(world):
'Bomb Upgrade (50)', 'Cane of Somaria', 'Cane of Byrna'] and multiworld.enemy_health[player] not in ['default', 'easy']):
if multiworld.bombless_start[player] and "Bomb Upgrade" not in placed_items["Link's Uncle"]:
if 'Bow' in placed_items["Link's Uncle"]:
multiworld.worlds[player].escape_assist.append('arrows')
multiworld.escape_assist[player].append('arrows')
elif 'Cane' in placed_items["Link's Uncle"]:
multiworld.worlds[player].escape_assist.append('magic')
multiworld.escape_assist[player].append('magic')
else:
multiworld.worlds[player].escape_assist.append('bombs')
multiworld.escape_assist[player].append('bombs')
for (location, item) in placed_items.items():
multiworld.get_location(location, player).place_locked_item(item_factory(item, world))
@@ -334,10 +336,13 @@ def generate_itempool(world):
item.code = 0x65 # Progressive Bow (Alt)
break
if clock_mode:
world.clock_mode = clock_mode
if clock_mode is not None:
multiworld.clock_mode[player] = clock_mode
multiworld.worlds[player].treasure_hunt_count = treasure_hunt_count % 999
if treasure_hunt_count is not None:
multiworld.treasure_hunt_count[player] = treasure_hunt_count % 999
if treasure_hunt_icon is not None:
multiworld.treasure_hunt_icon[player] = treasure_hunt_icon
dungeon_items = [item for item in get_dungeon_item_pool_player(world)
if item.name not in multiworld.worlds[player].dungeon_local_item_names]
@@ -366,7 +371,7 @@ def generate_itempool(world):
elif "Small" in key_data[3] and multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal:
# key drop shuffle and universal keys are on. Add universal keys in place of key drop keys.
multiworld.itempool.append(item_factory(GetBeemizerItem(multiworld, player, 'Small Key (Universal)'), world))
dungeon_item_replacements = sum(difficulties[world.options.item_pool.current_key].extras, []) * 2
dungeon_item_replacements = sum(difficulties[multiworld.difficulty[player]].extras, []) * 2
multiworld.random.shuffle(dungeon_item_replacements)
for x in range(len(dungeon_items)-1, -1, -1):
@@ -461,6 +466,8 @@ def generate_itempool(world):
while len(items) > pool_count:
items_were_cut = False
for reduce_item in items_reduction_table:
if len(items) <= pool_count:
break
if len(reduce_item) == 2:
items_were_cut = items_were_cut or cut_item(items, *reduce_item)
elif len(reduce_item) == 4:
@@ -472,10 +479,7 @@ def generate_itempool(world):
items.remove(bottle)
removed_filler.append(bottle)
items_were_cut = True
if items_were_cut:
break
else:
raise Exception(f"Failed to limit item pool size for player {player}")
assert items_were_cut, f"Failed to limit item pool size for player {player}"
if len(items) < pool_count:
items += removed_filler[len(items) - pool_count:]
@@ -496,8 +500,8 @@ def generate_itempool(world):
for i in range(4):
next(adv_heart_pieces).classification = ItemClassification.progression
world.required_medallions = (multiworld.misery_mire_medallion[player].current_key.title(),
multiworld.turtle_rock_medallion[player].current_key.title())
multiworld.required_medallions[player] = (multiworld.misery_mire_medallion[player].current_key.title(),
multiworld.turtle_rock_medallion[player].current_key.title())
place_bosses(world)
@@ -589,8 +593,9 @@ def get_pool_core(world, player: int):
pool = []
placed_items = {}
precollected_items = []
clock_mode: str = ""
treasure_hunt_count: int = 1
clock_mode = None
treasure_hunt_count = None
treasure_hunt_icon = None
diff = difficulties[difficulty]
pool.extend(diff.alwaysitems)
@@ -681,18 +686,19 @@ def get_pool_core(world, player: int):
if world.triforce_pieces_mode[player].value == TriforcePiecesMode.option_extra:
triforce_pieces = world.triforce_pieces_available[player].value + world.triforce_pieces_extra[player].value
elif world.triforce_pieces_mode[player].value == TriforcePiecesMode.option_percentage:
percentage = float(world.triforce_pieces_percentage[player].value) / 100
percentage = float(max(100, world.triforce_pieces_percentage[player].value)) / 100
triforce_pieces = int(round(world.triforce_pieces_required[player].value * percentage, 0))
else: # available
triforce_pieces = world.triforce_pieces_available[player].value
triforce_pieces = min(90, max(triforce_pieces, world.triforce_pieces_required[player].value))
triforce_pieces = max(triforce_pieces, world.triforce_pieces_required[player].value)
pieces_in_core = min(extraitems, triforce_pieces)
additional_pieces_to_place = triforce_pieces - pieces_in_core
pool.extend(["Triforce Piece"] * pieces_in_core)
extraitems -= pieces_in_core
treasure_hunt_count = world.triforce_pieces_required[player].value
treasure_hunt_icon = 'Triforce Piece'
for extra in diff.extras:
if extraitems >= len(extra):
@@ -733,7 +739,7 @@ def get_pool_core(world, player: int):
place_item(key_location, "Small Key (Universal)")
pool = pool[:-3]
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count,
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon,
additional_pieces_to_place)
@@ -748,8 +754,9 @@ def make_custom_item_pool(world, player):
pool = []
placed_items = {}
precollected_items = []
clock_mode: str = ""
treasure_hunt_count: int = 1
clock_mode = None
treasure_hunt_count = None
treasure_hunt_icon = None
def place_item(loc, item):
assert loc not in placed_items, "cannot place item twice"
@@ -845,6 +852,7 @@ def make_custom_item_pool(world, player):
pool.extend(["Triforce Piece"] * world.triforce_pieces_available[player])
itemtotal += world.triforce_pieces_available[player]
treasure_hunt_count = world.triforce_pieces_required[player]
treasure_hunt_icon = 'Triforce Piece'
if timer in ['display', 'timed', 'timed_countdown']:
clock_mode = 'countdown' if timer == 'timed_countdown' else 'stopwatch'
@@ -889,4 +897,4 @@ def make_custom_item_pool(world, player):
pool.extend(['Nothing'] * (total_items_to_place - itemtotal))
logging.warning(f"Pool was filled up with {total_items_to_place - itemtotal} Nothing's for player {player}")
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count)
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)

View File

@@ -2,7 +2,7 @@ import typing
from BaseClasses import MultiWorld
from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink, StartInventoryPool, PlandoBosses,\
FreeText, Removed
FreeText
class GlitchesRequired(Choice):
@@ -716,8 +716,9 @@ class BeemizerTrapChance(BeemizerRange):
display_name = "Beemizer Trap Chance"
class AllowCollect(DefaultOnToggle):
"""Allows for !collect / co-op to auto-open chests containing items for other players."""
class AllowCollect(Toggle):
"""Allows for !collect / co-op to auto-open chests containing items for other players.
Off by default, because it currently crashes on real hardware."""
display_name = "Allow Collection of checks for other players"
@@ -795,9 +796,4 @@ alttp_options: typing.Dict[str, type(Option)] = {
"music": Music,
"reduceflashing": ReduceFlashing,
"triforcehud": TriforceHud,
# removed:
"goals": Removed,
"smallkey_shuffle": Removed,
"bigkey_shuffle": Removed,
}

View File

@@ -336,15 +336,13 @@ def create_regions(world, player):
['Turtle Rock Entrance to Pokey Room', 'Turtle Rock Entrance Gap Reverse']),
create_dungeon_region(world, player, 'Turtle Rock (Pokey Room)', 'Turtle Rock', ['Turtle Rock - Pokey 1 Key Drop'], ['Turtle Rock (Pokey Room) (North)', 'Turtle Rock (Pokey Room) (South)']),
create_dungeon_region(world, player, 'Turtle Rock (Chain Chomp Room)', 'Turtle Rock', ['Turtle Rock - Chain Chomps'], ['Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)']),
create_dungeon_region(world, player, 'Turtle Rock (Second Section)', 'Turtle Rock', ['Turtle Rock - Big Key Chest', 'Turtle Rock - Pokey 2 Key Drop'], ['Turtle Rock Chain Chomp Staircase', 'Turtle Rock Big Key Door', 'Turtle Rock Second Section Bomb Wall']),
create_dungeon_region(world, player, 'Turtle Rock (Second Section Bomb Wall)', 'Turtle Rock', None, ['Turtle Rock Ledge Exit (West)', 'Turtle Rock Second Section from Bomb Wall']),
create_dungeon_region(world, player, 'Turtle Rock (Second Section)', 'Turtle Rock', ['Turtle Rock - Big Key Chest', 'Turtle Rock - Pokey 2 Key Drop'], ['Turtle Rock Ledge Exit (West)', 'Turtle Rock Chain Chomp Staircase', 'Turtle Rock Big Key Door']),
create_dungeon_region(world, player, 'Turtle Rock (Big Chest)', 'Turtle Rock', ['Turtle Rock - Big Chest'], ['Turtle Rock (Big Chest) (North)', 'Turtle Rock Ledge Exit (East)']),
create_dungeon_region(world, player, 'Turtle Rock (Crystaroller Room)', 'Turtle Rock', ['Turtle Rock - Crystaroller Room'], ['Turtle Rock Dark Room Staircase', 'Turtle Rock Big Key Door Reverse']),
create_dungeon_region(world, player, 'Turtle Rock (Dark Room)', 'Turtle Rock', None, ['Turtle Rock (Dark Room) (North)', 'Turtle Rock (Dark Room) (South)']),
create_dungeon_region(world, player, 'Turtle Rock (Eye Bridge Bomb Wall)', 'Turtle Rock', None, ['Turtle Rock Isolated Ledge Exit', 'Turtle Rock Eye Bridge from Bomb Wall']),
create_dungeon_region(world, player, 'Turtle Rock (Eye Bridge)', 'Turtle Rock', ['Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right',
'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right'],
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Eye Bridge Bomb Wall']),
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Isolated Ledge Exit']),
create_dungeon_region(world, player, 'Turtle Rock (Trinexx)', 'Turtle Rock', ['Turtle Rock - Boss', 'Turtle Rock - Prize']),
create_dungeon_region(world, player, 'Palace of Darkness (Entrance)', 'Palace of Darkness', ['Palace of Darkness - Shooter Room'], ['Palace of Darkness Bridge Room', 'Palace of Darkness Bonk Wall', 'Palace of Darkness Exit']),
create_dungeon_region(world, player, 'Palace of Darkness (Center)', 'Palace of Darkness', ['Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement'],

View File

@@ -868,11 +868,11 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
exit.name not in {'Palace of Darkness Exit', 'Tower of Hera Exit', 'Swamp Palace Exit'}):
# For exits that connot be reached from another, no need to apply offset fixes.
rom.write_int16(0x15DB5 + 2 * offset, link_y) # same as final else
elif room_id == 0x0059 and local_world.fix_skullwoods_exit:
elif room_id == 0x0059 and world.fix_skullwoods_exit[player]:
rom.write_int16(0x15DB5 + 2 * offset, 0x00F8)
elif room_id == 0x004a and local_world.fix_palaceofdarkness_exit:
elif room_id == 0x004a and world.fix_palaceofdarkness_exit[player]:
rom.write_int16(0x15DB5 + 2 * offset, 0x0640)
elif room_id == 0x00d6 and local_world.fix_trock_exit:
elif room_id == 0x00d6 and world.fix_trock_exit[player]:
rom.write_int16(0x15DB5 + 2 * offset, 0x0134)
elif room_id == 0x000c and world.shuffle_ganon: # fix ganons tower exit point
rom.write_int16(0x15DB5 + 2 * offset, 0x00A4)
@@ -945,22 +945,22 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x118C64, [first_bot, mid_bot, last_bot])
# patch medallion requirements
if local_world.required_medallions[0] == 'Bombos':
if world.required_medallions[player][0] == 'Bombos':
rom.write_byte(0x180022, 0x00) # requirement
rom.write_byte(0x4FF2, 0x31) # sprite
rom.write_byte(0x50D1, 0x80)
rom.write_byte(0x51B0, 0x00)
elif local_world.required_medallions[0] == 'Quake':
elif world.required_medallions[player][0] == 'Quake':
rom.write_byte(0x180022, 0x02) # requirement
rom.write_byte(0x4FF2, 0x31) # sprite
rom.write_byte(0x50D1, 0x88)
rom.write_byte(0x51B0, 0x00)
if local_world.required_medallions[1] == 'Bombos':
if world.required_medallions[player][1] == 'Bombos':
rom.write_byte(0x180023, 0x00) # requirement
rom.write_byte(0x5020, 0x31) # sprite
rom.write_byte(0x50FF, 0x90)
rom.write_byte(0x51DE, 0x00)
elif local_world.required_medallions[1] == 'Ether':
elif world.required_medallions[player][1] == 'Ether':
rom.write_byte(0x180023, 0x01) # requirement
rom.write_byte(0x5020, 0x31) # sprite
rom.write_byte(0x50FF, 0x98)
@@ -1069,7 +1069,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
# Byrna residual magic cost
rom.write_bytes(0x45C42, [0x04, 0x02, 0x01])
difficulty = local_world.difficulty_requirements
difficulty = world.difficulty_requirements[player]
# Set overflow items for progressive equipment
rom.write_bytes(0x180090,
@@ -1240,17 +1240,17 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x180044, 0x01) # hammer activates tablets
# set up clocks for timed modes
if local_world.clock_mode in ['ohko', 'countdown-ohko']:
if world.clock_mode[player] in ['ohko', 'countdown-ohko']:
rom.write_bytes(0x180190, [0x01, 0x02, 0x01]) # ohko timer with resetable timer functionality
elif local_world.clock_mode == 'stopwatch':
elif world.clock_mode[player] == 'stopwatch':
rom.write_bytes(0x180190, [0x02, 0x01, 0x00]) # set stopwatch mode
elif local_world.clock_mode == 'countdown':
elif world.clock_mode[player] == 'countdown':
rom.write_bytes(0x180190, [0x01, 0x01, 0x00]) # set countdown, with no reset available
else:
rom.write_bytes(0x180190, [0x00, 0x00, 0x00]) # turn off clock mode
# Set up requested clock settings
if local_world.clock_mode in ['countdown-ohko', 'stopwatch', 'countdown']:
if world.clock_mode[player] in ['countdown-ohko', 'stopwatch', 'countdown']:
rom.write_int32(0x180200,
world.red_clock_time[player] * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204,
@@ -1263,14 +1263,14 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_int32(0x180208, 0) # green clock adjustment time (in frames, sint32)
# Set up requested start time for countdown modes
if local_world.clock_mode in ['countdown-ohko', 'countdown']:
if world.clock_mode[player] in ['countdown-ohko', 'countdown']:
rom.write_int32(0x18020C, world.countdown_start_time[player] * 60 * 60) # starting time (in frames, sint32)
else:
rom.write_int32(0x18020C, 0) # starting time (in frames, sint32)
# set up goals for treasure hunt
rom.write_int16(0x180163, local_world.treasure_hunt_count)
rom.write_bytes(0x180165, [0x0E, 0x28]) # Triforce Piece Sprite
rom.write_int16(0x180163, world.treasure_hunt_count[player])
rom.write_bytes(0x180165, [0x0E, 0x28] if world.treasure_hunt_icon[player] == 'Triforce Piece' else [0x0D, 0x28])
rom.write_byte(0x180194, 1) # Must turn in triforced pieces (instant win not enabled)
rom.write_bytes(0x180213, [0x00, 0x01]) # Not a Tournament Seed
@@ -1283,14 +1283,14 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x180211, gametype) # Game type
# assorted fixes
# Toggle whether to be in real/fake dark world when dying in a DW dungeon before killing aga1
rom.write_byte(0x1800A2, 0x01 if local_world.fix_fake_world else 0x00)
rom.write_byte(0x1800A2, 0x01 if world.fix_fake_world[
player] else 0x00) # Toggle whether to be in real/fake dark world when dying in a DW dungeon before killing aga1
# Lock or unlock aga tower door during escape sequence.
rom.write_byte(0x180169, 0x00)
if world.mode[player] == 'inverted':
rom.write_byte(0x180169, 0x02) # lock aga/ganon tower door with crystals in inverted
rom.write_byte(0x180171,
0x01 if local_world.ganon_at_pyramid else 0x00) # Enable respawning on pyramid after ganon death
0x01 if world.ganon_at_pyramid[player] else 0x00) # Enable respawning on pyramid after ganon death
rom.write_byte(0x180173, 0x01) # Bob is enabled
rom.write_byte(0x180168, 0x08) # Spike Cave Damage
rom.write_bytes(0x18016B, [0x04, 0x02, 0x01]) # Set spike cave and MM spike room Cape usage
@@ -1306,7 +1306,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x180086, 0x00 if world.aga_randomness else 0x01) # set blue ball and ganon warp randomness
rom.write_byte(0x1800A0, 0x01) # return to light world on s+q without mirror
rom.write_byte(0x1800A1, 0x01) # enable overworld screen transition draining for water level inside swamp
rom.write_byte(0x180174, 0x01 if local_world.fix_fake_world else 0x00)
rom.write_byte(0x180174, 0x01 if world.fix_fake_world[player] else 0x00)
rom.write_byte(0x18017E, 0x01) # Fairy fountains only trade in bottles
# Starting equipment
@@ -1448,7 +1448,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
for address in keys[item.name]:
equip[address] = min(equip[address] + 1, 99)
elif item.name in bottles:
if equip[0x34F] < local_world.difficulty_requirements.progressive_bottle_limit:
if equip[0x34F] < world.difficulty_requirements[player].progressive_bottle_limit:
equip[0x35C + equip[0x34F]] = bottles[item.name]
equip[0x34F] += 1
elif item.name in rupees:
@@ -1507,9 +1507,9 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x180080,
[50, 50, 70, 70]) # values to fill for Capacity Upgrades (Bomb5, Bomb10, Arrow5, Arrow10)
rom.write_byte(0x18004D, ((0x01 if 'arrows' in local_world.escape_assist else 0x00) |
(0x02 if 'bombs' in local_world.escape_assist else 0x00) |
(0x04 if 'magic' in local_world.escape_assist else 0x00))) # Escape assist
rom.write_byte(0x18004D, ((0x01 if 'arrows' in world.escape_assist[player] else 0x00) |
(0x02 if 'bombs' in world.escape_assist[player] else 0x00) |
(0x04 if 'magic' in world.escape_assist[player] else 0x00))) # Escape assist
if world.goal[player] in ['pedestal', 'triforce_hunt', 'local_triforce_hunt']:
rom.write_byte(0x18003E, 0x01) # make ganon invincible
@@ -1546,7 +1546,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x18003B, 0x01 if world.map_shuffle[player] else 0x00) # maps showing crystals on overworld
# compasses showing dungeon count
if local_world.clock_mode or not world.dungeon_counters[player]:
if world.clock_mode[player] or not world.dungeon_counters[player]:
rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location
elif world.dungeon_counters[player] is True:
rom.write_byte(0x18003C, 0x02) # always on
@@ -1616,7 +1616,7 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0xEFD95, digging_game_rng)
rom.write_byte(0x1800A3, 0x01) # enable correct world setting behaviour after agahnim kills
rom.write_byte(0x1800A4, 0x01 if world.glitches_required[player] != 'no_logic' else 0x00) # enable POD EG fix
rom.write_byte(0x186383, 0x01 if world.glitches_required[
rom.write_byte(0x186383, 0x01 if world.glitch_triforce or world.glitches_required[
player] == 'no_logic' else 0x00) # disable glitching to Triforce from Ganons Room
rom.write_byte(0x180042, 0x01 if world.save_and_quit_from_boss else 0x00) # Allow Save and Quit after boss kill
@@ -1653,13 +1653,13 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_bytes(0x18018B, [0x20, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
# patch swamp: Need to enable permanent drain of water as dam or swamp were moved
rom.write_byte(0x18003D, 0x01 if local_world.swamp_patch_required else 0x00)
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00)
# powder patch: remove the need to leave the screen after powder, since it causes problems for potion shop at race game
# temporarally we are just nopping out this check we will conver this to a rom fix soon.
rom.write_bytes(0x02F539,
[0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if local_world.powder_patch_required else [
0xAD, 0xBF, 0x0A, 0xF0, 0x4F])
[0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if world.powder_patch_required[player] else [0xAD, 0xBF, 0x0A, 0xF0,
0x4F])
# allow smith into multi-entrance caves in appropriate shuffles
if world.entrance_shuffle[player] in ['restricted', 'full', 'crossed', 'insanity'] or (
@@ -1674,14 +1674,14 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x4E3BB, 0xEB)
# fix trock doors for reverse entrances
if local_world.fix_trock_doors:
if world.fix_trock_doors[player]:
rom.write_byte(0xFED31, 0x0E) # preopen bombable exit
rom.write_byte(0xFEE41, 0x0E) # preopen bombable exit
# included unconditionally in base2current
# rom.write_byte(0xFE465, 0x1E) # remove small key door on backside of big key door
else:
rom.write_byte(0xFED31, 0x2A) # bombable exit
rom.write_byte(0xFEE41, 0x2A) # bombable exit
rom.write_byte(0xFED31, 0x2A) # preopen bombable exit
rom.write_byte(0xFEE41, 0x2A) # preopen bombable exit
if world.tile_shuffle[player]:
tile_set = TileSet.get_random_tile_set(world.per_slot_randoms[player])
@@ -2397,9 +2397,6 @@ def write_strings(rom, world, player):
if hint_count:
locations = world.find_items_in_locations(items_to_hint, player, True)
local_random.shuffle(locations)
# make locked locations less likely to appear as hint,
# chances are the lock means the player already knows.
locations.sort(key=lambda sorting_location: not sorting_location.locked)
for x in range(min(hint_count, len(locations))):
this_location = locations.pop()
this_hint = this_location.item.hint_text + ' can be found ' + hint_text(this_location) + '.'
@@ -2421,7 +2418,7 @@ def write_strings(rom, world, player):
' %s?' % hint_text(silverarrows[0]).replace('Ganon\'s', 'my')) if silverarrows else '?\nI think not!'
tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint
tt['ganon_phase_3_no_silvers_alt'] = 'Did you find the silver arrows%s' % silverarrow_hint
if world.worlds[player].has_progressive_bows and (w.difficulty_requirements.progressive_bow_limit >= 2 or (
if world.worlds[player].has_progressive_bows and (world.difficulty_requirements[player].progressive_bow_limit >= 2 or (
world.swordless[player] or world.glitches_required[player] == 'no_glitches')):
prog_bow_locs = world.find_item_locations('Progressive Bow', player, True)
world.per_slot_randoms[player].shuffle(prog_bow_locs)
@@ -2482,16 +2479,16 @@ def write_strings(rom, world, player):
tt['sign_ganon'] = 'Go find the Triforce pieces with your friends... Ganon is invincible!'
else:
tt['sign_ganon'] = 'Go find the Triforce pieces... Ganon is invincible!'
if w.treasure_hunt_count > 1:
if world.treasure_hunt_count[player] > 1:
tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\n" \
"invisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\n" \
"hidden in a hollow tree. If you bring\n%d Triforce pieces out of %d, I can reassemble it." % \
(w.treasure_hunt_count, world.triforce_pieces_available[player])
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
else:
tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\n" \
"invisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\n" \
"hidden in a hollow tree. If you bring\n%d Triforce piece out of %d, I can reassemble it." % \
(w.treasure_hunt_count, world.triforce_pieces_available[player])
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
elif world.goal[player] in ['pedestal']:
tt['ganon_fall_in_alt'] = 'Why are you even here?\n You can\'t even hurt me! Your goal is at the pedestal.'
tt['ganon_phase_3_alt'] = 'Seriously? Go Away, I will not Die.'
@@ -2500,20 +2497,20 @@ def write_strings(rom, world, player):
tt['ganon_fall_in'] = Ganon1_texts[local_random.randint(0, len(Ganon1_texts) - 1)]
tt['ganon_fall_in_alt'] = 'You cannot defeat me until you finish your goal!'
tt['ganon_phase_3_alt'] = 'Got wax in\nyour ears?\nI can not die!'
if w.treasure_hunt_count > 1:
if world.treasure_hunt_count[player] > 1:
if world.goal[player] == 'ganon_triforce_hunt' and world.players > 1:
tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d with your friends to defeat Ganon.' % \
(w.treasure_hunt_count, world.triforce_pieces_available[player])
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
elif world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
tt['sign_ganon'] = 'You need to find %d Triforce pieces out of %d to defeat Ganon.' % \
(w.treasure_hunt_count, world.triforce_pieces_available[player])
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
else:
if world.goal[player] == 'ganon_triforce_hunt' and world.players > 1:
tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d with your friends to defeat Ganon.' % \
(w.treasure_hunt_count, world.triforce_pieces_available[player])
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
elif world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
tt['sign_ganon'] = 'You need to find %d Triforce piece out of %d to defeat Ganon.' % \
(w.treasure_hunt_count, world.triforce_pieces_available[player])
(world.treasure_hunt_count[player], world.triforce_pieces_available[player])
tt['kakariko_tavern_fisherman'] = TavernMan_texts[local_random.randint(0, len(TavernMan_texts) - 1)]

View File

@@ -18,8 +18,7 @@ from .StateHelpers import (can_extend_magic, can_kill_most_things,
can_shoot_arrows, has_beam_sword, has_crystals,
has_fire_source, has_hearts, has_melee_weapon,
has_misery_mire_medallion, has_sword, has_turtle_rock_medallion,
has_triforce_pieces, can_use_bombs, can_bomb_or_bonk,
can_activate_crystal_switch)
has_triforce_pieces, can_use_bombs, can_bomb_or_bonk)
from .UnderworldGlitchRules import underworld_glitches_rules
@@ -98,7 +97,7 @@ def set_rules(world):
# if swamp and dam have not been moved we require mirror for swamp palace
# however there is mirrorless swamp in hybrid MG, so we don't necessarily want this. HMG handles this requirement itself.
if not world.worlds[player].swamp_patch_required and world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
if not world.swamp_patch_required[player] and world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
add_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Magic Mirror', player))
# GT Entrance may be required for Turtle Rock for OWG and < 7 required
@@ -187,251 +186,244 @@ def dungeon_boss_rules(world, player):
set_defeat_dungeon_boss_rule(world.get_location(location, player))
def global_rules(multiworld: MultiWorld, player: int):
world = multiworld.worlds[player]
def global_rules(world, player):
# ganon can only carry triforce
add_item_rule(multiworld.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
# dungeon prizes can only be crystals/pendants
crystals_and_pendants: Set[str] = \
{item for item, item_data in item_table.items() if item_data.type == "Crystal"}
prize_locations: Iterator[str] = \
(locations for locations, location_data in location_table.items() if location_data[2] == True)
for prize_location in prize_locations:
add_item_rule(multiworld.get_location(prize_location, player),
add_item_rule(world.get_location(prize_location, player),
lambda item: item.name in crystals_and_pendants and item.player == player)
# determines which S&Q locations are available - hide from paths since it isn't an in-game location
for exit in multiworld.get_region('Menu', player).exits:
for exit in world.get_region('Menu', player).exits:
exit.hide_path = True
try:
old_man_sq = multiworld.get_entrance('Old Man S&Q', player)
old_man_sq = world.get_entrance('Old Man S&Q', player)
except KeyError:
pass # it doesn't exist, should be dungeon-only unittests
else:
old_man = multiworld.get_location("Old Man", player)
old_man = world.get_location("Old Man", player)
set_rule(old_man_sq, lambda state: old_man.can_reach(state))
set_rule(multiworld.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
set_rule(multiworld.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
set_rule(multiworld.get_location('Purple Chest', player),
set_rule(world.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
set_rule(world.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
set_rule(world.get_location('Purple Chest', player),
lambda state: state.has('Pick Up Purple Chest', player)) # Can S&Q with chest
set_rule(multiworld.get_location('Ether Tablet', player), lambda state: can_retrieve_tablet(state, player))
set_rule(multiworld.get_location('Master Sword Pedestal', player), lambda state: state.has('Red Pendant', player) and state.has('Blue Pendant', player) and state.has('Green Pendant', player))
set_rule(world.get_location('Ether Tablet', player), lambda state: can_retrieve_tablet(state, player))
set_rule(world.get_location('Master Sword Pedestal', player), lambda state: state.has('Red Pendant', player) and state.has('Blue Pendant', player) and state.has('Green Pendant', player))
set_rule(multiworld.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith
set_rule(multiworld.get_location('Blacksmith', player), lambda state: state.has('Return Smith', player))
set_rule(multiworld.get_location('Magic Bat', player), lambda state: state.has('Magic Powder', player))
set_rule(multiworld.get_location('Sick Kid', player), lambda state: state.has_group("Bottles", player))
set_rule(multiworld.get_location('Library', player), lambda state: state.has('Pegasus Boots', player))
set_rule(world.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith
set_rule(world.get_location('Blacksmith', player), lambda state: state.has('Return Smith', player))
set_rule(world.get_location('Magic Bat', player), lambda state: state.has('Magic Powder', player))
set_rule(world.get_location('Sick Kid', player), lambda state: state.has_group("Bottles", player))
set_rule(world.get_location('Library', player), lambda state: state.has('Pegasus Boots', player))
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player) and
can_kill_most_things(state, player, 4))
if world.enemy_shuffle[player]:
set_rule(world.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player) and
can_kill_most_things(state, player, 4))
else:
set_rule(multiworld.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player)
and ((state.multiworld.enemy_health[player] in ("easy", "default") and can_use_bombs(state, player, 4))
set_rule(world.get_location('Mimic Cave', player), lambda state: state.has('Hammer', player)
and ((state.multiworld.enemy_health[player] in ("easy", "default") and can_use_bombs(state, player, 4))
or can_shoot_arrows(state, player) or state.has("Cane of Somaria", player)
or has_beam_sword(state, player)))
set_rule(multiworld.get_location('Sahasrahla', player), lambda state: state.has('Green Pendant', player))
set_rule(world.get_location('Sahasrahla', player), lambda state: state.has('Green Pendant', player))
set_rule(multiworld.get_location('Aginah\'s Cave', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Blind\'s Hideout - Top', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Chicken House', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Kakariko Well - Top', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Graveyard Cave', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Sahasrahla\'s Hut - Left', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_location('Sahasrahla\'s Hut - Middle', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_location('Sahasrahla\'s Hut - Right', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_location('Paradox Cave Lower - Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Far Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Middle', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Lower - Far Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(multiworld.get_location('Paradox Cave Upper - Left', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Paradox Cave Upper - Right', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Mini Moldorm Cave - Far Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Far Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Mini Moldorm Cave - Generous Guy', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Hype Cave - Bottom', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Hype Cave - Middle Left', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Hype Cave - Middle Right', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Hype Cave - Top', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Light World Death Mountain Shop', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Aginah\'s Cave', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Blind\'s Hideout - Top', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Chicken House', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Kakariko Well - Top', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Graveyard Cave', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Sahasrahla\'s Hut - Left', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_location('Sahasrahla\'s Hut - Middle', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_location('Sahasrahla\'s Hut - Right', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_location('Paradox Cave Lower - Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Far Right', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Middle', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Lower - Far Left', player), lambda state: can_use_bombs(state, player)
or has_beam_sword(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Fire Rod", "Cane of Somaria"], player))
set_rule(world.get_location('Paradox Cave Upper - Left', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Paradox Cave Upper - Right', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Mini Moldorm Cave - Far Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Left', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Far Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Right', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Mini Moldorm Cave - Generous Guy', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Hype Cave - Bottom', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Hype Cave - Middle Left', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Hype Cave - Middle Right', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Hype Cave - Top', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Light World Death Mountain Shop', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Two Brothers House Exit (West)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_entrance('Two Brothers House Exit (East)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_entrance('Two Brothers House Exit (West)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_entrance('Two Brothers House Exit (East)', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_location('Spike Cave', player), lambda state:
set_rule(world.get_location('Spike Cave', player), lambda state:
state.has('Hammer', player) and can_lift_rocks(state, player) and
((state.has('Cape', player) and can_extend_magic(state, player, 16, True)) or
(state.has('Cane of Byrna', player) and
(can_extend_magic(state, player, 12, True) or
(world.can_take_damage and (state.has('Pegasus Boots', player) or has_hearts(state, player, 4))))))
(state.multiworld.can_take_damage[player] and (state.has('Pegasus Boots', player) or has_hearts(state, player, 4))))))
)
set_rule(multiworld.get_entrance('Hookshot Cave Bomb Wall (North)', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Hookshot Cave Bomb Wall (South)', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Hookshot Cave - Top Right', player), lambda state: state.has('Hookshot', player))
set_rule(multiworld.get_location('Hookshot Cave - Top Left', player), lambda state: state.has('Hookshot', player))
set_rule(multiworld.get_location('Hookshot Cave - Bottom Right', player),
set_rule(world.get_location('Hookshot Cave - Top Right', player), lambda state: state.has('Hookshot', player))
set_rule(world.get_location('Hookshot Cave - Top Left', player), lambda state: state.has('Hookshot', player))
set_rule(world.get_location('Hookshot Cave - Bottom Right', player),
lambda state: state.has('Hookshot', player) or state.has('Pegasus Boots', player))
set_rule(multiworld.get_location('Hookshot Cave - Bottom Left', player), lambda state: state.has('Hookshot', player))
set_rule(world.get_location('Hookshot Cave - Bottom Left', player), lambda state: state.has('Hookshot', player))
set_rule(multiworld.get_entrance('Sewers Door', player),
set_rule(world.get_entrance('Sewers Door', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 4) or (
multiworld.small_key_shuffle[player] == small_key_shuffle.option_universal and multiworld.mode[
world.small_key_shuffle[player] == small_key_shuffle.option_universal and world.mode[
player] == 'standard')) # standard universal small keys cannot access the shop
set_rule(multiworld.get_entrance('Sewers Back Door', player),
set_rule(world.get_entrance('Sewers Back Door', player),
lambda state: state._lttp_has_key('Small Key (Hyrule Castle)', player, 4))
set_rule(multiworld.get_entrance('Sewers Secret Room', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(world.get_entrance('Sewers Secret Room', player), lambda state: can_bomb_or_bonk(state, player))
set_rule(multiworld.get_entrance('Agahnim 1', player),
set_rule(world.get_entrance('Agahnim 1', player),
lambda state: has_sword(state, player) and state._lttp_has_key('Small Key (Agahnims Tower)', player, 4))
set_rule(multiworld.get_location('Castle Tower - Room 03', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Castle Tower - Dark Maze', player),
set_rule(world.get_location('Castle Tower - Room 03', player), lambda state: can_kill_most_things(state, player, 4))
set_rule(world.get_location('Castle Tower - Dark Maze', player),
lambda state: can_kill_most_things(state, player, 4) and state._lttp_has_key('Small Key (Agahnims Tower)',
player))
set_rule(multiworld.get_location('Castle Tower - Dark Archer Key Drop', player),
set_rule(world.get_location('Castle Tower - Dark Archer Key Drop', player),
lambda state: can_kill_most_things(state, player, 4) and state._lttp_has_key('Small Key (Agahnims Tower)',
player, 2))
set_rule(multiworld.get_location('Castle Tower - Circle of Pots Key Drop', player),
set_rule(world.get_location('Castle Tower - Circle of Pots Key Drop', player),
lambda state: can_kill_most_things(state, player, 4) and state._lttp_has_key('Small Key (Agahnims Tower)',
player, 3))
set_always_allow(multiworld.get_location('Eastern Palace - Big Key Chest', player),
set_always_allow(world.get_location('Eastern Palace - Big Key Chest', player),
lambda state, item: item.name == 'Big Key (Eastern Palace)' and item.player == player)
set_rule(multiworld.get_location('Eastern Palace - Big Key Chest', player),
set_rule(world.get_location('Eastern Palace - Big Key Chest', player),
lambda state: can_kill_most_things(state, player, 5) and (state._lttp_has_key('Small Key (Eastern Palace)',
player, 2) or ((location_item_name(state, 'Eastern Palace - Big Key Chest', player)
== ('Big Key (Eastern Palace)', player) and state.has('Small Key (Eastern Palace)',
player)))))
set_rule(multiworld.get_location('Eastern Palace - Dark Eyegore Key Drop', player),
set_rule(world.get_location('Eastern Palace - Dark Eyegore Key Drop', player),
lambda state: state.has('Big Key (Eastern Palace)', player) and can_kill_most_things(state, player, 1))
set_rule(multiworld.get_location('Eastern Palace - Big Chest', player),
set_rule(world.get_location('Eastern Palace - Big Chest', player),
lambda state: state.has('Big Key (Eastern Palace)', player))
# not bothering to check for can_kill_most_things in the rooms leading to boss, as if you can kill a boss you should
# be able to get through these rooms
ep_boss = multiworld.get_location('Eastern Palace - Boss', player)
ep_boss = world.get_location('Eastern Palace - Boss', player)
add_rule(ep_boss, lambda state: state.has('Big Key (Eastern Palace)', player) and
state._lttp_has_key('Small Key (Eastern Palace)', player, 2) and
ep_boss.parent_region.dungeon.boss.can_defeat(state))
ep_prize = multiworld.get_location('Eastern Palace - Prize', player)
ep_prize = world.get_location('Eastern Palace - Prize', player)
add_rule(ep_prize, lambda state: state.has('Big Key (Eastern Palace)', player) and
state._lttp_has_key('Small Key (Eastern Palace)', player, 2) and
ep_prize.parent_region.dungeon.boss.can_defeat(state))
if not multiworld.enemy_shuffle[player]:
if not world.enemy_shuffle[player]:
add_rule(ep_boss, lambda state: can_shoot_arrows(state, player))
add_rule(ep_prize, lambda state: can_shoot_arrows(state, player))
# You can always kill the Stalfos' with the pots on easy/normal
if multiworld.enemy_health[player] in ("hard", "expert") or multiworld.enemy_shuffle[player]:
if world.enemy_health[player] in ("hard", "expert") or world.enemy_shuffle[player]:
stalfos_rule = lambda state: can_kill_most_things(state, player, 4)
for location in ['Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest',
'Eastern Palace - Dark Square Pot Key', 'Eastern Palace - Dark Eyegore Key Drop',
'Eastern Palace - Big Key Chest', 'Eastern Palace - Boss', 'Eastern Palace - Prize']:
add_rule(multiworld.get_location(location, player), stalfos_rule)
add_rule(world.get_location(location, player), stalfos_rule)
set_rule(multiworld.get_location('Desert Palace - Big Chest', player), lambda state: state.has('Big Key (Desert Palace)', player))
set_rule(multiworld.get_location('Desert Palace - Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(world.get_location('Desert Palace - Big Chest', player), lambda state: state.has('Big Key (Desert Palace)', player))
set_rule(world.get_location('Desert Palace - Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(multiworld.get_entrance('Desert Palace East Wing', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4))
set_rule(multiworld.get_location('Desert Palace - Big Key Chest', player), lambda state: can_kill_most_things(state, player, 3))
set_rule(multiworld.get_location('Desert Palace - Beamos Hall Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 2) and can_kill_most_things(state, player, 4))
set_rule(multiworld.get_location('Desert Palace - Desert Tiles 2 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 3) and can_kill_most_things(state, player, 4))
add_rule(multiworld.get_location('Desert Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
add_rule(multiworld.get_location('Desert Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
set_rule(world.get_entrance('Desert Palace East Wing', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4))
set_rule(world.get_location('Desert Palace - Big Key Chest', player), lambda state: can_kill_most_things(state, player, 3))
set_rule(world.get_location('Desert Palace - Beamos Hall Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 2) and can_kill_most_things(state, player, 4))
set_rule(world.get_location('Desert Palace - Desert Tiles 2 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 3) and can_kill_most_things(state, player, 4))
add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Prize', player).parent_region.dungeon.boss.can_defeat(state))
add_rule(world.get_location('Desert Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Desert Palace)', player, 4) and state.has('Big Key (Desert Palace)', player) and has_fire_source(state, player) and state.multiworld.get_location('Desert Palace - Boss', player).parent_region.dungeon.boss.can_defeat(state))
# logic patch to prevent placing a crystal in Desert that's required to reach the required keys
if not (multiworld.small_key_shuffle[player] and multiworld.big_key_shuffle[player]):
add_rule(multiworld.get_location('Desert Palace - Prize', player), lambda state: state.multiworld.get_region('Desert Palace Main (Outer)', player).can_reach(state))
if not (world.small_key_shuffle[player] and world.big_key_shuffle[player]):
add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.multiworld.get_region('Desert Palace Main (Outer)', player).can_reach(state))
set_rule(multiworld.get_location('Tower of Hera - Basement Cage', player), lambda state: can_activate_crystal_switch(state, player))
set_rule(multiworld.get_location('Tower of Hera - Map Chest', player), lambda state: can_activate_crystal_switch(state, player))
set_rule(multiworld.get_entrance('Tower of Hera Small Key Door', player), lambda state: can_activate_crystal_switch(state, player) and (state._lttp_has_key('Small Key (Tower of Hera)', player) or location_item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player)))
set_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player), lambda state: can_activate_crystal_switch(state, player) and state.has('Big Key (Tower of Hera)', player))
if multiworld.enemy_shuffle[player]:
add_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player), lambda state: can_kill_most_things(state, player, 3))
set_rule(world.get_entrance('Tower of Hera Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Tower of Hera)', player) or location_item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
if world.enemy_shuffle[player]:
add_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: can_kill_most_things(state, player, 3))
else:
add_rule(multiworld.get_entrance('Tower of Hera Big Key Door', player),
add_rule(world.get_entrance('Tower of Hera Big Key Door', player),
lambda state: (has_melee_weapon(state, player) or (state.has('Silver Bow', player)
and can_shoot_arrows(state, player)) or state.has("Cane of Byrna", player)
or state.has("Cane of Somaria", player)))
set_rule(multiworld.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
set_rule(multiworld.get_location('Tower of Hera - Big Key Chest', player), lambda state: has_fire_source(state, player))
if multiworld.accessibility[player] != 'locations':
set_always_allow(multiworld.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
set_rule(world.get_location('Tower of Hera - Big Chest', player), lambda state: state.has('Big Key (Tower of Hera)', player))
set_rule(world.get_location('Tower of Hera - Big Key Chest', player), lambda state: has_fire_source(state, player))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Tower of Hera - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Tower of Hera)' and item.player == player)
set_rule(multiworld.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Flippers', player) and state.has('Open Floodgate', player))
set_rule(multiworld.get_entrance('Swamp Palace Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player))
set_rule(multiworld.get_location('Swamp Palace - Map Chest', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_location('Swamp Palace - Trench 1 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 2))
set_rule(multiworld.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 3))
set_rule(multiworld.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: state.has('Hookshot', player))
if multiworld.pot_shuffle[player]:
set_rule(world.get_entrance('Swamp Palace Moat', player), lambda state: state.has('Flippers', player) and state.has('Open Floodgate', player))
set_rule(world.get_entrance('Swamp Palace Small Key Door', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player))
set_rule(world.get_location('Swamp Palace - Map Chest', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Swamp Palace - Trench 1 Pot Key', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 2))
set_rule(world.get_entrance('Swamp Palace (Center)', player), lambda state: state.has('Hammer', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 3))
set_rule(world.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: state.has('Hookshot', player))
if world.pot_shuffle[player]:
# it could move the key to the top right platform which can only be reached with bombs
add_rule(multiworld.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Swamp Palace (West)', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6)
add_rule(world.get_location('Swamp Palace - Hookshot Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_entrance('Swamp Palace (West)', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6)
if state.has('Hookshot', player)
else state._lttp_has_key('Small Key (Swamp Palace)', player, 4))
set_rule(multiworld.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player))
if multiworld.accessibility[player] != 'locations':
allow_self_locking_items(multiworld.get_location('Swamp Palace - Big Chest', player), 'Big Key (Swamp Palace)')
set_rule(multiworld.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 5))
if not multiworld.small_key_shuffle[player] and multiworld.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
forbid_item(multiworld.get_location('Swamp Palace - Entrance', player), 'Big Key (Swamp Palace)', player)
set_rule(multiworld.get_location('Swamp Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
set_rule(multiworld.get_location('Swamp Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
if multiworld.pot_shuffle[player]:
set_rule(world.get_location('Swamp Palace - Big Chest', player), lambda state: state.has('Big Key (Swamp Palace)', player))
if world.accessibility[player] != 'locations':
allow_self_locking_items(world.get_location('Swamp Palace - Big Chest', player), 'Big Key (Swamp Palace)')
set_rule(world.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 5))
if not world.small_key_shuffle[player] and world.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
forbid_item(world.get_location('Swamp Palace - Entrance', player), 'Big Key (Swamp Palace)', player)
set_rule(world.get_location('Swamp Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
set_rule(world.get_location('Swamp Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
if world.pot_shuffle[player]:
# key can (and probably will) be moved behind bombable wall
set_rule(multiworld.get_location('Swamp Palace - Waterway Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Swamp Palace - Waterway Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
set_rule(world.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
if multiworld.worlds[player].dungeons["Thieves Town"].boss.enemizer_name == "Blind":
set_rule(multiworld.get_entrance('Blind Fight', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3) and can_use_bombs(state, player))
if world.worlds[player].dungeons["Thieves Town"].boss.enemizer_name == "Blind":
set_rule(world.get_entrance('Blind Fight', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3) and can_use_bombs(state, player))
set_rule(multiworld.get_location('Thieves\' Town - Big Chest', player),
set_rule(world.get_location('Thieves\' Town - Big Chest', player),
lambda state: ((state._lttp_has_key('Small Key (Thieves Town)', player, 3)) or (location_item_name(state, 'Thieves\' Town - Big Chest', player) == ("Small Key (Thieves Town)", player)) and state._lttp_has_key('Small Key (Thieves Town)', player, 2)) and state.has('Hammer', player))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player)
if multiworld.accessibility[player] != 'locations' and not multiworld.key_drop_shuffle[player]:
set_always_allow(multiworld.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player)
set_rule(multiworld.get_location('Thieves\' Town - Attic', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3))
set_rule(multiworld.get_location('Thieves\' Town - Spike Switch Pot Key', player),
set_rule(world.get_location('Thieves\' Town - Attic', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3))
set_rule(world.get_location('Thieves\' Town - Spike Switch Pot Key', player),
lambda state: state._lttp_has_key('Small Key (Thieves Town)', player))
# We need so many keys in the SW doors because they are all reachable as the last door (except for the door to mothula)
set_rule(multiworld.get_entrance('Skull Woods First Section South Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section (Right) North Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section West Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) and can_use_bombs(state, player))
if multiworld.accessibility[player] != 'locations':
allow_self_locking_items(multiworld.get_location('Skull Woods - Big Chest', player), 'Big Key (Skull Woods)')
set_rule(multiworld.get_entrance('Skull Woods Torch Room', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 4) and state.has('Fire Rod', player) and has_sword(state, player)) # sword required for curtain
add_rule(multiworld.get_location('Skull Woods - Prize', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
add_rule(multiworld.get_location('Skull Woods - Boss', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_entrance('Skull Woods First Section South Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_entrance('Skull Woods First Section (Right) North Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_entrance('Skull Woods First Section West Door', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_entrance('Skull Woods First Section (Left) Door to Exit', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(world.get_location('Skull Woods - Big Chest', player), lambda state: state.has('Big Key (Skull Woods)', player) and can_use_bombs(state, player))
if world.accessibility[player] != 'locations':
allow_self_locking_items(world.get_location('Skull Woods - Big Chest', player), 'Big Key (Skull Woods)')
set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 4) and state.has('Fire Rod', player) and has_sword(state, player)) # sword required for curtain
add_rule(world.get_location('Skull Woods - Prize', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
add_rule(world.get_location('Skull Woods - Boss', player), lambda state: state._lttp_has_key('Small Key (Skull Woods)', player, 5))
set_rule(multiworld.get_location('Ice Palace - Jelly Key Drop', player), lambda state: can_melt_things(state, player))
set_rule(multiworld.get_location('Ice Palace - Compass Chest', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player))
set_rule(multiworld.get_entrance('Ice Palace (Second Section)', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player) and can_use_bombs(state, player))
set_rule(world.get_location('Ice Palace - Jelly Key Drop', player), lambda state: can_melt_things(state, player))
set_rule(world.get_location('Ice Palace - Compass Chest', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player))
set_rule(world.get_entrance('Ice Palace (Second Section)', player), lambda state: can_melt_things(state, player) and state._lttp_has_key('Small Key (Ice Palace)', player) and can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Ice Palace (Main)', player), lambda state: state._lttp_has_key('Small Key (Ice Palace)', player, 2))
set_rule(multiworld.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
set_rule(multiworld.get_entrance('Ice Palace (Kholdstare)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state._lttp_has_key('Small Key (Ice Palace)', player, 6) or (state.has('Cane of Somaria', player) and state._lttp_has_key('Small Key (Ice Palace)', player, 5))))
set_rule(world.get_entrance('Ice Palace (Main)', player), lambda state: state._lttp_has_key('Small Key (Ice Palace)', player, 2))
set_rule(world.get_location('Ice Palace - Big Chest', player), lambda state: state.has('Big Key (Ice Palace)', player))
set_rule(world.get_entrance('Ice Palace (Kholdstare)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player) and state.has('Big Key (Ice Palace)', player) and (state._lttp_has_key('Small Key (Ice Palace)', player, 6) or (state.has('Cane of Somaria', player) and state._lttp_has_key('Small Key (Ice Palace)', player, 5))))
# This is a complicated rule, so let's break it down.
# Hookshot always suffices to get to the right side.
# Also, once you get over there, you have to cross the spikes, so that's the last line.
@@ -441,102 +433,96 @@ def global_rules(multiworld: MultiWorld, player: int):
# Hence if big key is available then it's 6 keys, otherwise 4 keys.
# If key_drop is off, then we have 3 drop keys available, and can never satisfy the 6 key requirement because one key is on right side,
# so this reduces perfectly to original logic.
set_rule(multiworld.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or
(state._lttp_has_key('Small Key (Ice Palace)', player, 4)
set_rule(world.get_entrance('Ice Palace (East)', player), lambda state: (state.has('Hookshot', player) or
(state._lttp_has_key('Small Key (Ice Palace)', player, 4)
if item_name_in_location_names(state, 'Big Key (Ice Palace)', player, [('Ice Palace - Spike Room', player),
('Ice Palace - Hammer Block Key Drop', player),
('Ice Palace - Big Key Chest', player),
('Ice Palace - Map Chest', player)])
else state._lttp_has_key('Small Key (Ice Palace)', player, 6))) and (
world.can_take_damage or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
set_rule(multiworld.get_entrance('Ice Palace (East Top)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player))
else state._lttp_has_key('Small Key (Ice Palace)', player, 6))) and
(state.multiworld.can_take_damage[player] or state.has('Hookshot', player) or state.has('Cape', player) or state.has('Cane of Byrna', player)))
set_rule(world.get_entrance('Ice Palace (East Top)', player), lambda state: can_lift_rocks(state, player) and state.has('Hammer', player))
set_rule(multiworld.get_entrance('Misery Mire Entrance Gap', player), lambda state: (state.has('Pegasus Boots', player) or state.has('Hookshot', player)) and (has_sword(state, player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Hammer', player) or state.has('Cane of Somaria', player) or can_shoot_arrows(state, player))) # need to defeat wizzrobes, bombs don't work ...
set_rule(multiworld.get_location('Misery Mire - Fishbone Pot Key', player), lambda state: state.has('Big Key (Misery Mire)', player) or state._lttp_has_key('Small Key (Misery Mire)', player, 4))
set_rule(world.get_entrance('Misery Mire Entrance Gap', player), lambda state: (state.has('Pegasus Boots', player) or state.has('Hookshot', player)) and (has_sword(state, player) or state.has('Fire Rod', player) or state.has('Ice Rod', player) or state.has('Hammer', player) or state.has('Cane of Somaria', player) or can_shoot_arrows(state, player))) # need to defeat wizzrobes, bombs don't work ...
set_rule(world.get_location('Misery Mire - Fishbone Pot Key', player), lambda state: state.has('Big Key (Misery Mire)', player) or state._lttp_has_key('Small Key (Misery Mire)', player, 4))
set_rule(multiworld.get_location('Misery Mire - Big Chest', player), lambda state: state.has('Big Key (Misery Mire)', player))
set_rule(multiworld.get_location('Misery Mire - Spike Chest', player), lambda state: (world.can_take_damage and has_hearts(state, player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
set_rule(multiworld.get_entrance('Misery Mire Big Key Door', player), lambda state: state.has('Big Key (Misery Mire)', player))
set_rule(world.get_location('Misery Mire - Big Chest', player), lambda state: state.has('Big Key (Misery Mire)', player))
set_rule(world.get_location('Misery Mire - Spike Chest', player), lambda state: (state.multiworld.can_take_damage[player] and has_hearts(state, player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
set_rule(world.get_entrance('Misery Mire Big Key Door', player), lambda state: state.has('Big Key (Misery Mire)', player))
# How to access crystal switch:
# If have big key: then you will need 2 small keys to be able to hit switch and return to main area, as you can burn key in dark room
# If not big key: cannot burn key in dark room, hence need only 1 key. all doors immediately available lead to a crystal switch.
# The listed chests are those which can be reached if you can reach a crystal switch.
set_rule(multiworld.get_location('Misery Mire - Map Chest', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
set_rule(multiworld.get_location('Misery Mire - Main Lobby', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
set_rule(world.get_location('Misery Mire - Map Chest', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
set_rule(world.get_location('Misery Mire - Main Lobby', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 2))
# we can place a small key in the West wing iff it also contains/blocks the Big Key, as we cannot reach and softlock with the basement key door yet
set_rule(multiworld.get_location('Misery Mire - Conveyor Crystal Key Drop', player),
set_rule(world.get_location('Misery Mire - Conveyor Crystal Key Drop', player),
lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 4)
if location_item_name(state, 'Misery Mire - Compass Chest', player) == ('Big Key (Misery Mire)', player) or location_item_name(state, 'Misery Mire - Big Key Chest', player) == ('Big Key (Misery Mire)', player) or location_item_name(state, 'Misery Mire - Conveyor Crystal Key Drop', player) == ('Big Key (Misery Mire)', player)
else state._lttp_has_key('Small Key (Misery Mire)', player, 5))
set_rule(multiworld.get_entrance('Misery Mire (West)', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 5)
set_rule(world.get_entrance('Misery Mire (West)', player), lambda state: state._lttp_has_key('Small Key (Misery Mire)', player, 5)
if ((location_item_name(state, 'Misery Mire - Compass Chest', player) in [('Big Key (Misery Mire)', player)]) or (location_item_name(state, 'Misery Mire - Big Key Chest', player) in [('Big Key (Misery Mire)', player)]))
else state._lttp_has_key('Small Key (Misery Mire)', player, 6))
set_rule(multiworld.get_location('Misery Mire - Compass Chest', player), lambda state: has_fire_source(state, player))
set_rule(multiworld.get_location('Misery Mire - Big Key Chest', player), lambda state: has_fire_source(state, player))
set_rule(multiworld.get_entrance('Misery Mire (Vitreous)', player), lambda state: state.has('Cane of Somaria', player) and can_use_bombs(state, player))
set_rule(world.get_location('Misery Mire - Compass Chest', player), lambda state: has_fire_source(state, player))
set_rule(world.get_location('Misery Mire - Big Key Chest', player), lambda state: has_fire_source(state, player))
set_rule(world.get_entrance('Misery Mire (Vitreous)', player), lambda state: state.has('Cane of Somaria', player) and can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Entrance Gap', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Turtle Rock Entrance Gap Reverse', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_location('Turtle Rock - Pokey 1 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(multiworld.get_location('Turtle Rock - Pokey 2 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(multiworld.get_location('Turtle Rock - Compass Chest', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_location('Turtle Rock - Roller Room - Left', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(multiworld.get_location('Turtle Rock - Roller Room - Right', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(multiworld.get_location('Turtle Rock - Big Chest', player), lambda state: state.has('Big Key (Turtle Rock)', player) and (state.has('Cane of Somaria', player) or state.has('Hookshot', player)))
set_rule(multiworld.get_entrance('Turtle Rock (Big Chest) (North)', player), lambda state: state.has('Cane of Somaria', player) or state.has('Hookshot', player))
set_rule(multiworld.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player) and can_kill_most_things(state, player, 10))
set_rule(multiworld.get_location('Turtle Rock - Chain Chomps', player), lambda state: can_use_bombs(state, player) or can_shoot_arrows(state, player)
or has_beam_sword(state, player) or state.has_any(["Blue Boomerang", "Red Boomerang", "Hookshot", "Cane of Somaria", "Fire Rod", "Ice Rod"], player))
set_rule(multiworld.get_entrance('Turtle Rock (Dark Room) (North)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Turtle Rock (Dark Room) (South)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_location('Turtle Rock - Eye Bridge - Bottom Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(multiworld.get_location('Turtle Rock - Eye Bridge - Bottom Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(multiworld.get_location('Turtle Rock - Eye Bridge - Top Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(multiworld.get_location('Turtle Rock - Eye Bridge - Top Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(multiworld.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_kill_most_things(state, player, 10))
set_rule(world.get_entrance('Turtle Rock Entrance Gap', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_entrance('Turtle Rock Entrance Gap Reverse', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_location('Turtle Rock - Pokey 1 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(world.get_location('Turtle Rock - Pokey 2 Key Drop', player), lambda state: can_kill_most_things(state, player, 5))
set_rule(world.get_location('Turtle Rock - Compass Chest', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_location('Turtle Rock - Roller Room - Left', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(world.get_location('Turtle Rock - Roller Room - Right', player), lambda state: state.has('Cane of Somaria', player) and state.has('Fire Rod', player))
set_rule(world.get_location('Turtle Rock - Big Chest', player), lambda state: state.has('Big Key (Turtle Rock)', player) and (state.has('Cane of Somaria', player) or state.has('Hookshot', player)))
set_rule(world.get_entrance('Turtle Rock (Big Chest) (North)', player), lambda state: state.has('Cane of Somaria', player) or state.has('Hookshot', player))
set_rule(world.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player) and can_kill_most_things(state, player, 10))
set_rule(world.get_entrance('Turtle Rock Ledge Exit (West)', player), lambda state: can_use_bombs(state, player) and can_kill_most_things(state, player, 10))
set_rule(world.get_location('Turtle Rock - Chain Chomps', player), lambda state: can_use_bombs(state, player) or can_shoot_arrows(state, player)
or has_beam_sword(state, player) or state.has_any(["Blue Boomerang", "Red Boomerang", "Hookshot", "Cane of Somaria", "Fire Rod", "Ice Rod"], player))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (North)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_entrance('Turtle Rock (Dark Room) (South)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Bottom Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Left', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(world.get_location('Turtle Rock - Eye Bridge - Top Right', player), lambda state: state.has('Cane of Byrna', player) or state.has('Cape', player) or state.has('Mirror Shield', player))
set_rule(world.get_entrance('Turtle Rock (Trinexx)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6) and state.has('Big Key (Turtle Rock)', player) and state.has('Cane of Somaria', player))
if not multiworld.worlds[player].fix_trock_doors:
add_rule(multiworld.get_entrance('Turtle Rock Second Section Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Second Section from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Eye Bridge from Bomb Wall', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Turtle Rock Eye Bridge Bomb Wall', player), lambda state: can_use_bombs(state, player))
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_kill_most_things(state, player, 3))
if world.enemy_shuffle[player]:
set_rule(world.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_kill_most_things(state, player, 3))
else:
set_rule(multiworld.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_shoot_arrows(state, player))
set_rule(multiworld.get_entrance('Palace of Darkness Hammer Peg Drop', player), lambda state: state.has('Hammer', player))
set_rule(multiworld.get_entrance('Palace of Darkness Bridge Room', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 1)) # If we can reach any other small key door, we already have back door access to this area
set_rule(multiworld.get_entrance('Palace of Darkness Big Key Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) and state.has('Big Key (Palace of Darkness)', player) and can_shoot_arrows(state, player) and state.has('Hammer', player))
set_rule(multiworld.get_entrance('Palace of Darkness (North)', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 4))
set_rule(multiworld.get_location('Palace of Darkness - Big Chest', player), lambda state: can_use_bombs(state, player) and state.has('Big Key (Palace of Darkness)', player))
set_rule(multiworld.get_location('Palace of Darkness - The Arena - Ledge', player), lambda state: can_use_bombs(state, player))
if multiworld.pot_shuffle[player]:
set_rule(world.get_entrance('Palace of Darkness Bonk Wall', player), lambda state: can_bomb_or_bonk(state, player) and can_shoot_arrows(state, player))
set_rule(world.get_entrance('Palace of Darkness Hammer Peg Drop', player), lambda state: state.has('Hammer', player))
set_rule(world.get_entrance('Palace of Darkness Bridge Room', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 1)) # If we can reach any other small key door, we already have back door access to this area
set_rule(world.get_entrance('Palace of Darkness Big Key Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) and state.has('Big Key (Palace of Darkness)', player) and can_shoot_arrows(state, player) and state.has('Hammer', player))
set_rule(world.get_entrance('Palace of Darkness (North)', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 4))
set_rule(world.get_location('Palace of Darkness - Big Chest', player), lambda state: can_use_bombs(state, player) and state.has('Big Key (Palace of Darkness)', player))
set_rule(world.get_location('Palace of Darkness - The Arena - Ledge', player), lambda state: can_use_bombs(state, player))
if world.pot_shuffle[player]:
# chest switch may be up on ledge where bombs are required
set_rule(multiworld.get_location('Palace of Darkness - Stalfos Basement', player), lambda state: can_use_bombs(state, player))
set_rule(world.get_location('Palace of Darkness - Stalfos Basement', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: can_use_bombs(state, player) and (state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
set_rule(world.get_entrance('Palace of Darkness Big Key Chest Staircase', player), lambda state: can_use_bombs(state, player) and (state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
location_item_name(state, 'Palace of Darkness - Big Key Chest', player) in [('Small Key (Palace of Darkness)', player)] and state._lttp_has_key('Small Key (Palace of Darkness)', player, 3))))
if multiworld.accessibility[player] != 'locations':
set_always_allow(multiworld.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Palace of Darkness - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
set_rule(multiworld.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
set_rule(world.get_entrance('Palace of Darkness Spike Statue Room Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6) or (
location_item_name(state, 'Palace of Darkness - Harmless Hellway', player) in [('Small Key (Palace of Darkness)', player)] and state._lttp_has_key('Small Key (Palace of Darkness)', player, 4)))
if multiworld.accessibility[player] != 'locations':
set_always_allow(multiworld.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Palace of Darkness - Harmless Hellway', player), lambda state, item: item.name == 'Small Key (Palace of Darkness)' and item.player == player and state._lttp_has_key('Small Key (Palace of Darkness)', player, 5))
set_rule(multiworld.get_entrance('Palace of Darkness Maze Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6))
set_rule(world.get_entrance('Palace of Darkness Maze Door', player), lambda state: state._lttp_has_key('Small Key (Palace of Darkness)', player, 6))
# these key rules are conservative, you might be able to get away with more lenient rules
randomizer_room_chests = ['Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right']
compass_room_chests = ['Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right', 'Ganons Tower - Conveyor Star Pits Pot Key']
back_chests = ['Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest', 'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Big Key Chest']
set_rule(multiworld.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(multiworld.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(multiworld.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has('Pegasus Boots', player)))
set_rule(multiworld.get_entrance('Ganons Tower (Map Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
set_rule(world.get_location('Ganons Tower - Bob\'s Torch', player), lambda state: state.has('Pegasus Boots', player))
set_rule(world.get_entrance('Ganons Tower (Tile Room)', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has('Pegasus Boots', player)))
set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
location_item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player)] and state._lttp_has_key('Small Key (Ganons Tower)', player, 6)))
# this seemed to be causing generation failure, disable for now
@@ -545,63 +531,63 @@ def global_rules(multiworld: MultiWorld, player: int):
# It is possible to need more than 6 keys to get through this entrance if you spend keys elsewhere. We reflect this in the chest requirements.
# However we need to leave these at the lower values to derive that with 7 keys it is always possible to reach Bob and Ice Armos.
set_rule(multiworld.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 6))
set_rule(world.get_entrance('Ganons Tower (Double Switch Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 6))
# It is possible to need more than 7 keys ....
set_rule(multiworld.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(world.get_entrance('Ganons Tower (Firesnake Room)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests + back_chests, [player] * len(randomizer_room_chests + back_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
# The actual requirements for these rooms to avoid key-lock
set_rule(multiworld.get_location('Ganons Tower - Firesnake Room', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or
((item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_name_in_location_names(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
set_rule(world.get_location('Ganons Tower - Firesnake Room', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or
((item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) or item_name_in_location_names(state, 'Small Key (Ganons Tower)', player, [('Ganons Tower - Firesnake Room', player)])) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
for location in randomizer_room_chests:
set_rule(multiworld.get_location(location, player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
set_rule(world.get_location(location, player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) or (
item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(randomizer_room_chests, [player] * len(randomizer_room_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 6)))
# Once again it is possible to need more than 7 keys...
set_rule(multiworld.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(world.get_entrance('Ganons Tower (Tile Room) Key Door', player), lambda state: state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(compass_room_chests, [player] * len(compass_room_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5))))
set_rule(multiworld.get_entrance('Ganons Tower (Bottom) (East)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(world.get_entrance('Ganons Tower (Bottom) (East)', player), lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(back_chests, [player] * len(back_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5)))
# Actual requirements
for location in compass_room_chests:
set_rule(multiworld.get_location(location, player), lambda state: (can_use_bombs(state, player) or state.has("Cane of Somaria", player)) and state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
set_rule(world.get_location(location, player), lambda state: (can_use_bombs(state, player) or state.has("Cane of Somaria", player)) and state.has('Fire Rod', player) and (state._lttp_has_key('Small Key (Ganons Tower)', player, 7) or (
item_name_in_location_names(state, 'Big Key (Ganons Tower)', player, zip(compass_room_chests, [player] * len(compass_room_chests))) and state._lttp_has_key('Small Key (Ganons Tower)', player, 5))))
set_rule(multiworld.get_location('Ganons Tower - Big Chest', player), lambda state: state.has('Big Key (Ganons Tower)', player))
set_rule(world.get_location('Ganons Tower - Big Chest', player), lambda state: state.has('Big Key (Ganons Tower)', player))
set_rule(multiworld.get_location('Ganons Tower - Big Key Room - Left', player),
set_rule(world.get_location('Ganons Tower - Big Key Room - Left', player),
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Room - Left', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(multiworld.get_location('Ganons Tower - Big Key Chest', player),
set_rule(world.get_location('Ganons Tower - Big Key Chest', player),
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Chest', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
set_rule(multiworld.get_location('Ganons Tower - Big Key Room - Right', player),
set_rule(world.get_location('Ganons Tower - Big Key Room - Right', player),
lambda state: can_use_bombs(state, player) and state.multiworld.get_location('Ganons Tower - Big Key Room - Right', player).parent_region.dungeon.bosses['bottom'].can_defeat(state))
if multiworld.enemy_shuffle[player]:
set_rule(multiworld.get_entrance('Ganons Tower Big Key Door', player),
if world.enemy_shuffle[player]:
set_rule(world.get_entrance('Ganons Tower Big Key Door', player),
lambda state: state.has('Big Key (Ganons Tower)', player))
else:
set_rule(multiworld.get_entrance('Ganons Tower Big Key Door', player),
set_rule(world.get_entrance('Ganons Tower Big Key Door', player),
lambda state: state.has('Big Key (Ganons Tower)', player) and can_shoot_arrows(state, player))
set_rule(multiworld.get_entrance('Ganons Tower Torch Rooms', player),
set_rule(world.get_entrance('Ganons Tower Torch Rooms', player),
lambda state: can_kill_most_things(state, player, 8) and has_fire_source(state, player) and state.multiworld.get_entrance('Ganons Tower Torch Rooms', player).parent_region.dungeon.bosses['middle'].can_defeat(state))
set_rule(multiworld.get_location('Ganons Tower - Mini Helmasaur Key Drop', player), lambda state: can_kill_most_things(state, player, 1))
set_rule(multiworld.get_location('Ganons Tower - Pre-Moldorm Chest', player),
set_rule(world.get_location('Ganons Tower - Mini Helmasaur Key Drop', player), lambda state: can_kill_most_things(state, player, 1))
set_rule(world.get_location('Ganons Tower - Pre-Moldorm Chest', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7))
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Door', player),
set_rule(world.get_entrance('Ganons Tower Moldorm Door', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8))
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Gap', player),
set_rule(world.get_entrance('Ganons Tower Moldorm Gap', player),
lambda state: state.has('Hookshot', player) and state.multiworld.get_entrance('Ganons Tower Moldorm Gap', player).parent_region.dungeon.bosses['top'].can_defeat(state))
set_defeat_dungeon_boss_rule(multiworld.get_location('Agahnim 2', player))
ganon = multiworld.get_location('Ganon', player)
set_defeat_dungeon_boss_rule(world.get_location('Agahnim 2', player))
ganon = world.get_location('Ganon', player)
set_rule(ganon, lambda state: GanonDefeatRule(state, player))
if multiworld.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
if world.goal[player] in ['ganon_triforce_hunt', 'local_ganon_triforce_hunt']:
add_rule(ganon, lambda state: has_triforce_pieces(state, player))
elif multiworld.goal[player] == 'ganon_pedestal':
add_rule(multiworld.get_location('Ganon', player), lambda state: state.can_reach('Master Sword Pedestal', 'Location', player))
elif world.goal[player] == 'ganon_pedestal':
add_rule(world.get_location('Ganon', player), lambda state: state.can_reach('Master Sword Pedestal', 'Location', player))
else:
add_rule(ganon, lambda state: has_crystals(state, state.multiworld.crystals_needed_for_ganon[player], player))
set_rule(multiworld.get_entrance('Ganon Drop', player), lambda state: has_beam_sword(state, player)) # need to damage ganon to get tiles to drop
set_rule(world.get_entrance('Ganon Drop', player), lambda state: has_beam_sword(state, player)) # need to damage ganon to get tiles to drop
set_rule(multiworld.get_location('Flute Activation Spot', player), lambda state: state.has('Flute', player))
set_rule(world.get_location('Flute Activation Spot', player), lambda state: state.has('Flute', player))
def default_rules(world, player):
@@ -1111,10 +1097,14 @@ def set_trock_key_rules(world, player):
all_state.stale[player] = True
# Check if each of the four main regions of the dungoen can be reached. The previous code section prevents key-costing moves within the dungeon.
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player))
can_reach_front = all_state.can_reach(world.get_region('Turtle Rock (Entrance)', player))
can_reach_big_chest = all_state.can_reach(world.get_region('Turtle Rock (Big Chest)', player))
can_reach_middle = all_state.can_reach(world.get_region('Turtle Rock (Second Section)', player))
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player)) if world.can_access_trock_eyebridge[player] is None else world.can_access_trock_eyebridge[player]
world.can_access_trock_eyebridge[player] = can_reach_back
can_reach_front = all_state.can_reach(world.get_region('Turtle Rock (Entrance)', player)) if world.can_access_trock_front[player] is None else world.can_access_trock_front[player]
world.can_access_trock_front[player] = can_reach_front
can_reach_big_chest = all_state.can_reach(world.get_region('Turtle Rock (Big Chest)', player)) if world.can_access_trock_big_chest[player] is None else world.can_access_trock_big_chest[player]
world.can_access_trock_big_chest[player] = can_reach_big_chest
can_reach_middle = all_state.can_reach(world.get_region('Turtle Rock (Second Section)', player)) if world.can_access_trock_middle[player] is None else world.can_access_trock_middle[player]
world.can_access_trock_middle[player] = can_reach_middle
# If you can't enter from the back, the door to the front of TR requires only 2 small keys if the big key is in one of these chests since 2 key doors are locked behind the big key door.
# If you can only enter from the middle, this includes all locations that can only be reached by exiting the front. This can include Laser Bridge and Crystaroller if the front and back connect via Dark DM Ledge!
@@ -1194,6 +1184,7 @@ def set_trock_key_rules(world, player):
item = item_factory('Small Key (Turtle Rock)', world.worlds[player])
location = world.get_location('Turtle Rock - Big Key Chest', player)
location.place_locked_item(item)
location.event = True
toss_junk_item(world, player)
if world.accessibility[player] != 'locations':

View File

@@ -30,7 +30,7 @@ def can_shoot_arrows(state: CollectionState, player: int) -> bool:
def has_triforce_pieces(state: CollectionState, player: int) -> bool:
count = state.multiworld.worlds[player].treasure_hunt_count
count = state.multiworld.treasure_hunt_count[player]
return state.count('Triforce Piece', player) + state.count('Power Star', player) >= count
@@ -48,8 +48,8 @@ def can_lift_heavy_rocks(state: CollectionState, player: int) -> bool:
def bottle_count(state: CollectionState, player: int) -> int:
return min(state.multiworld.worlds[player].difficulty_requirements.progressive_bottle_limit,
state.count_group("Bottles", player))
return min(state.multiworld.difficulty_requirements[player].progressive_bottle_limit,
state.count_group("Bottles", player))
def has_hearts(state: CollectionState, player: int, count: int) -> int:
@@ -59,7 +59,7 @@ def has_hearts(state: CollectionState, player: int, count: int) -> int:
def heart_count(state: CollectionState, player: int) -> int:
# Warning: This only considers items that are marked as advancement items
diff = state.multiworld.worlds[player].difficulty_requirements
diff = state.multiworld.difficulty_requirements[player]
return min(state.count('Boss Heart Container', player), diff.boss_heart_container_limit) \
+ state.count('Sanctuary Heart Container', player) \
+ min(state.count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
@@ -106,12 +106,6 @@ def can_bomb_or_bonk(state: CollectionState, player: int) -> bool:
return state.has("Pegasus Boots", player) or can_use_bombs(state, player)
def can_activate_crystal_switch(state: CollectionState, player: int) -> bool:
return (has_melee_weapon(state, player) or can_use_bombs(state, player) or can_shoot_arrows(state, player)
or state.has_any(["Hookshot", "Cane of Somaria", "Cane of Byrna", "Fire Rod", "Ice Rod", "Blue Boomerang",
"Red Boomerang"], player))
def can_kill_most_things(state: CollectionState, player: int, enemies: int = 5) -> bool:
if state.multiworld.enemy_shuffle[player]:
# I don't fully understand Enemizer's logic for placing enemies in spots where they need to be killable, if any.
@@ -177,11 +171,10 @@ def can_melt_things(state: CollectionState, player: int) -> bool:
def has_misery_mire_medallion(state: CollectionState, player: int) -> bool:
return state.has(state.multiworld.worlds[player].required_medallions[0], player)
return state.has(state.multiworld.required_medallions[player][0], player)
def has_turtle_rock_medallion(state: CollectionState, player: int) -> bool:
return state.has(state.multiworld.worlds[player].required_medallions[1], player)
return state.has(state.multiworld.required_medallions[player][1], player)
def can_boots_clip_lw(state: CollectionState, player: int) -> bool:

View File

@@ -15,7 +15,7 @@ def underworld_glitch_connections(world, player):
specrock.exits.append(kikiskip)
mire.exits.extend([mire_to_hera, mire_to_swamp])
if world.worlds[player].fix_fake_world:
if world.fix_fake_world[player]:
kikiskip.connect(world.get_entrance('Palace of Darkness Exit', player).connected_region)
mire_to_hera.connect(world.get_entrance('Tower of Hera Exit', player).connected_region)
mire_to_swamp.connect(world.get_entrance('Swamp Palace Exit', player).connected_region)
@@ -38,8 +38,8 @@ def fake_pearl_state(state, player):
# Sets the rules on where we can actually go using this clip.
# Behavior differs based on what type of ER shuffle we're playing.
def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, dungeon_exit: str):
fix_dungeon_exits = world.worlds[player].fix_palaceofdarkness_exit
fix_fake_worlds = world.worlds[player].fix_fake_world
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player]
dungeon_entrance = [r for r in world.get_region(dungeon_region, player).entrances if r.name != clip.name][0]
if not fix_dungeon_exits: # vanilla, simple, restricted, dungeons_simple; should never have fake worlds fix
@@ -52,7 +52,7 @@ def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, du
add_rule(clip, lambda state: state.has('Cape', player) or has_beam_sword(state, player) or state.has('Beat Agahnim 1', player)) # kill/bypass barrier
# Then we set a restriction on exiting the dungeon, so you can't leave unless you got in normally.
add_rule(world.get_entrance(dungeon_exit, player), lambda state: dungeon_entrance.can_reach(state))
elif not fix_fake_worlds: # full, dungeons_full; fixed dungeon exits, but no fake worlds fix
elif not fix_fake_worlds: # full, dungeons_full; fixed dungeon exits, but no fake worlds fix
# Entry requires the entrance's requirements plus a fake pearl, but you don't gain logical access to the surrounding region.
add_rule(clip, lambda state: dungeon_entrance.access_rule(fake_pearl_state(state, player)))
# exiting restriction
@@ -62,6 +62,9 @@ def dungeon_reentry_rules(world, player, clip: Entrance, dungeon_region: str, du
def underworld_glitches_rules(world, player):
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player]
# Ice Palace Entrance Clip
# This is the easiest one since it's a simple internal clip.
# Need to also add melting to freezor chest since it's otherwise assumed.
@@ -89,7 +92,7 @@ def underworld_glitches_rules(world, player):
# Build the rule for SP moat.
# We need to be able to s+q to old man, then go to either Mire or Hera at either Hera or GT.
# First we require a certain type of entrance shuffle, then build the rule from its pieces.
if not world.worlds[player].swamp_patch_required:
if not world.swamp_patch_required[player]:
if world.entrance_shuffle[player] in ['vanilla', 'dungeons_simple', 'dungeons_full', 'dungeons_crossed']:
rule_map = {
'Misery Mire (Entrance)': (lambda state: True),

View File

@@ -251,17 +251,6 @@ class ALTTPWorld(World):
dungeons: typing.Dict[str, Dungeon]
waterfall_fairy_bottle_fill: str
pyramid_fairy_bottle_fill: str
escape_assist: list
can_take_damage: bool = True
swamp_patch_required: bool = False
powder_patch_required: bool = False
ganon_at_pyramid: bool = True
ganonstower_vanilla: bool = True
fix_fake_world: bool = True
clock_mode: str = ""
treasure_hunt_count: int = 1
def __init__(self, *args, **kwargs):
self.dungeon_local_item_names = set()
@@ -272,12 +261,6 @@ class ALTTPWorld(World):
self.dungeons = {}
self.waterfall_fairy_bottle_fill = "Bottle"
self.pyramid_fairy_bottle_fill = "Bottle"
self.fix_trock_doors = None
self.fix_skullwoods_exit = None
self.fix_palaceofdarkness_exit = None
self.fix_trock_exit = None
self.required_medallions = ["Ether", "Quake"]
self.escape_assist = []
super(ALTTPWorld, self).__init__(*args, **kwargs)
@classmethod
@@ -297,21 +280,12 @@ class ALTTPWorld(World):
player = self.player
multiworld = self.multiworld
self.fix_trock_doors = (multiworld.entrance_shuffle[player] != 'vanilla'
or multiworld.mode[player] == 'inverted')
self.fix_skullwoods_exit = multiworld.entrance_shuffle[player] not in ['vanilla', 'simple', 'restricted',
'dungeons_simple']
self.fix_palaceofdarkness_exit = multiworld.entrance_shuffle[player] not in ['dungeons_simple', 'vanilla',
'simple', 'restricted']
self.fix_trock_exit = multiworld.entrance_shuffle[player] not in ['vanilla', 'simple', 'restricted',
'dungeons_simple']
# fairy bottle fills
bottle_options = [
"Bottle (Red Potion)", "Bottle (Green Potion)", "Bottle (Blue Potion)",
"Bottle (Bee)", "Bottle (Good Bee)"
]
if multiworld.item_pool[player] not in ["hard", "expert"]:
if multiworld.difficulty[player] not in ["hard", "expert"]:
bottle_options.append("Bottle (Fairy)")
self.waterfall_fairy_bottle_fill = self.random.choice(bottle_options)
self.pyramid_fairy_bottle_fill = self.random.choice(bottle_options)
@@ -357,7 +331,7 @@ class ALTTPWorld(World):
if option == "original_dungeon":
self.dungeon_specific_item_names |= self.item_name_groups[option.item_name_group]
self.difficulty_requirements = difficulties[multiworld.item_pool[player].current_key]
multiworld.difficulty_requirements[player] = difficulties[multiworld.item_pool[player].current_key]
# enforce pre-defined local items.
if multiworld.goal[player] in ["local_triforce_hunt", "local_ganon_triforce_hunt"]:
@@ -383,7 +357,7 @@ class ALTTPWorld(World):
if (multiworld.glitches_required[player] not in ["no_glitches", "minor_glitches"] and
multiworld.entrance_shuffle[player] in [
"vanilla", "dungeons_simple", "dungeons_full", "simple", "restricted", "full"]):
self.fix_fake_world = False
multiworld.fix_fake_world[player] = False
# seeded entrance shuffle
old_random = multiworld.random
@@ -451,16 +425,15 @@ class ALTTPWorld(World):
if 'Sword' in item_name:
if state.has('Golden Sword', item.player):
pass
elif (state.has('Tempered Sword', item.player) and
self.difficulty_requirements.progressive_sword_limit >= 4):
elif state.has('Tempered Sword', item.player) and self.multiworld.difficulty_requirements[
item.player].progressive_sword_limit >= 4:
return 'Golden Sword'
elif (state.has('Master Sword', item.player) and
self.difficulty_requirements.progressive_sword_limit >= 3):
elif state.has('Master Sword', item.player) and self.multiworld.difficulty_requirements[
item.player].progressive_sword_limit >= 3:
return 'Tempered Sword'
elif (state.has('Fighter Sword', item.player) and
self.difficulty_requirements.progressive_sword_limit >= 2):
elif state.has('Fighter Sword', item.player) and self.multiworld.difficulty_requirements[item.player].progressive_sword_limit >= 2:
return 'Master Sword'
elif self.difficulty_requirements.progressive_sword_limit >= 1:
elif self.multiworld.difficulty_requirements[item.player].progressive_sword_limit >= 1:
return 'Fighter Sword'
elif 'Glove' in item_name:
if state.has('Titans Mitts', item.player):
@@ -472,22 +445,20 @@ class ALTTPWorld(World):
elif 'Shield' in item_name:
if state.has('Mirror Shield', item.player):
return
elif (state.has('Red Shield', item.player) and
self.difficulty_requirements.progressive_shield_limit >= 3):
elif state.has('Red Shield', item.player) and self.multiworld.difficulty_requirements[item.player].progressive_shield_limit >= 3:
return 'Mirror Shield'
elif (state.has('Blue Shield', item.player) and
self.difficulty_requirements.progressive_shield_limit >= 2):
elif state.has('Blue Shield', item.player) and self.multiworld.difficulty_requirements[item.player].progressive_shield_limit >= 2:
return 'Red Shield'
elif self.difficulty_requirements.progressive_shield_limit >= 1:
elif self.multiworld.difficulty_requirements[item.player].progressive_shield_limit >= 1:
return 'Blue Shield'
elif 'Bow' in item_name:
if state.has('Silver Bow', item.player):
return
elif state.has('Bow', item.player) and (self.difficulty_requirements.progressive_bow_limit >= 2
or self.multiworld.glitches_required[self.player] == 'no_glitches'
or self.multiworld.swordless[self.player]): # modes where silver bow is always required for ganon
elif state.has('Bow', item.player) and (self.multiworld.difficulty_requirements[item.player].progressive_bow_limit >= 2
or self.multiworld.glitches_required[item.player] == 'no_glitches'
or self.multiworld.swordless[item.player]): # modes where silver bow is always required for ganon
return 'Silver Bow'
elif self.difficulty_requirements.progressive_bow_limit >= 1:
elif self.multiworld.difficulty_requirements[item.player].progressive_bow_limit >= 1:
return 'Bow'
elif item.advancement:
return item_name
@@ -676,7 +647,7 @@ class ALTTPWorld(World):
trash_counts = {}
for player in multiworld.get_game_players("A Link to the Past"):
world = multiworld.worlds[player]
if not world.ganonstower_vanilla or \
if not multiworld.ganonstower_vanilla[player] or \
world.options.glitches_required.current_key in {'overworld_glitches', 'hybrid_major_glitches', "no_logic"}:
pass
elif 'triforce_hunt' in world.options.goal.current_key and ('local' in world.options.goal.current_key or multiworld.players == 1):
@@ -717,10 +688,10 @@ class ALTTPWorld(World):
player_name = self.multiworld.get_player_name(self.player)
spoiler_handle.write("\n\nMedallions:\n")
spoiler_handle.write(f"\nMisery Mire ({player_name}):"
f" {self.required_medallions[0]}")
f" {self.multiworld.required_medallions[self.player][0]}")
spoiler_handle.write(
f"\nTurtle Rock ({player_name}):"
f" {self.required_medallions[1]}")
f" {self.multiworld.required_medallions[self.player][1]}")
spoiler_handle.write("\n\nFairy Fountain Bottle Fill:\n")
spoiler_handle.write(f"\nPyramid Fairy ({player_name}):"
f" {self.pyramid_fairy_bottle_fill}")
@@ -831,8 +802,8 @@ class ALTTPWorld(World):
slot_data = {option_name: getattr(self.multiworld, option_name)[self.player].value for option_name in slot_options}
slot_data.update({
'mm_medalion': self.required_medallions[0],
'tr_medalion': self.required_medallions[1],
'mm_medalion': self.multiworld.required_medallions[self.player][0],
'tr_medalion': self.multiworld.required_medallions[self.player][1],
}
)
return slot_data

View File

@@ -7,9 +7,7 @@ from worlds import AutoWorldRegister
class LTTPTestBase(unittest.TestCase):
def world_setup(self):
from worlds.alttp.Options import Medallion
self.multiworld = MultiWorld(1)
self.multiworld.game[1] = "A Link to the Past"
self.multiworld.state = CollectionState(self.multiworld)
self.multiworld.set_seed(None)
args = Namespace()
@@ -17,6 +15,3 @@ class LTTPTestBase(unittest.TestCase):
setattr(args, name, {1: option.from_any(getattr(option, "default"))})
self.multiworld.set_options(args)
self.world = self.multiworld.worlds[1]
# by default medallion access is randomized, for unittests we set it to vanilla
self.world.options.misery_mire_medallion.value = Medallion.option_ether
self.world.options.turtle_rock_medallion.value = Medallion.option_quake

View File

@@ -13,7 +13,7 @@ class TestDungeon(LTTPTestBase):
self.world_setup()
self.starting_regions = [] # Where to start exploring
self.remove_exits = [] # Block dungeon exits
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
create_regions(self.multiworld, 1)
@@ -23,7 +23,7 @@ class TestDungeon(LTTPTestBase):
connect_simple(self.multiworld, exitname, regionname, 1)
connect_simple(self.multiworld, 'Big Bomb Shop', 'Big Bomb Shop', 1)
self.multiworld.get_region('Menu', 1).exits = []
self.multiworld.worlds[1].swamp_patch_required = True
self.multiworld.swamp_patch_required[1] = True
self.world.set_rules()
self.world.create_items()
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))

View File

@@ -9,16 +9,12 @@ class TestTowerOfHera(TestDungeon):
["Tower of Hera - Big Key Chest", False, []],
["Tower of Hera - Big Key Chest", False, [], ['Small Key (Tower of Hera)']],
["Tower of Hera - Big Key Chest", False, [], ['Lamp', 'Fire Rod']],
["Tower of Hera - Big Key Chest", True, ['Small Key (Tower of Hera)', 'Lamp', 'Bomb Upgrade (50)']],
["Tower of Hera - Big Key Chest", True, ['Small Key (Tower of Hera)', 'Lamp']],
["Tower of Hera - Big Key Chest", True, ['Small Key (Tower of Hera)', 'Fire Rod']],
["Tower of Hera - Basement Cage", False, []],
["Tower of Hera - Basement Cage", True, ['Bomb Upgrade (50)']],
["Tower of Hera - Basement Cage", True, ['Progressive Sword']],
["Tower of Hera - Basement Cage", True, []],
["Tower of Hera - Map Chest", False, []],
["Tower of Hera - Map Chest", True, ['Bomb Upgrade (50)']],
["Tower of Hera - Map Chest", True, ['Progressive Sword']],
["Tower of Hera - Map Chest", True, []],
["Tower of Hera - Compass Chest", False, []],
["Tower of Hera - Compass Chest", False, [], ['Big Key (Tower of Hera)']],

View File

@@ -13,7 +13,7 @@ from worlds.alttp.test import LTTPTestBase
class TestInverted(TestBase, LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.mode[1].value = 2
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
@@ -22,6 +22,7 @@ class TestInverted(TestBase, LTTPTestBase):
create_shops(self.multiworld, 1)
link_inverted_entrances(self.multiworld, 1)
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@@ -11,7 +11,7 @@ class TestInvertedBombRules(LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.mode[1].value = 2
create_inverted_regions(self.multiworld, 1)
self.multiworld.worlds[1].create_dungeons()

View File

@@ -18,12 +18,13 @@ class TestInvertedMinor(TestBase, LTTPTestBase):
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("minor_glitches")
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
create_inverted_regions(self.multiworld, 1)
self.world.create_dungeons()
create_shops(self.multiworld, 1)
link_inverted_entrances(self.multiworld, 1)
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@@ -101,20 +101,20 @@ class TestDeathMountain(TestInvertedOWG):
["Hookshot Cave - Bottom Right", False, []],
["Hookshot Cave - Bottom Right", False, [], ['Hookshot', 'Pegasus Boots']],
["Hookshot Cave - Bottom Right", False, [], ['Progressive Glove', 'Pegasus Boots', 'Magic Mirror']],
["Hookshot Cave - Bottom Right", True, ['Pegasus Boots', 'Bomb Upgrade (50)']],
["Hookshot Cave - Bottom Right", True, ['Pegasus Boots']],
["Hookshot Cave - Bottom Left", False, []],
["Hookshot Cave - Bottom Left", False, [], ['Hookshot']],
["Hookshot Cave - Bottom Left", False, [], ['Progressive Glove', 'Pegasus Boots', 'Magic Mirror']],
["Hookshot Cave - Bottom Left", True, ['Pegasus Boots', 'Hookshot', 'Bomb Upgrade (50)']],
["Hookshot Cave - Bottom Left", True, ['Pegasus Boots', 'Hookshot']],
["Hookshot Cave - Top Left", False, []],
["Hookshot Cave - Top Left", False, [], ['Hookshot']],
["Hookshot Cave - Top Left", False, [], ['Progressive Glove', 'Pegasus Boots', 'Magic Mirror']],
["Hookshot Cave - Top Left", True, ['Pegasus Boots', 'Hookshot', 'Bomb Upgrade (50)']],
["Hookshot Cave - Top Left", True, ['Pegasus Boots', 'Hookshot']],
["Hookshot Cave - Top Right", False, []],
["Hookshot Cave - Top Right", False, [], ['Hookshot']],
["Hookshot Cave - Top Right", False, [], ['Progressive Glove', 'Pegasus Boots', 'Magic Mirror']],
["Hookshot Cave - Top Right", True, ['Pegasus Boots', 'Hookshot', 'Bomb Upgrade (50)']],
["Hookshot Cave - Top Right", True, ['Pegasus Boots', 'Hookshot']],
])

View File

@@ -41,8 +41,7 @@ class TestDungeons(TestInvertedOWG):
["Tower of Hera - Basement Cage", False, []],
["Tower of Hera - Basement Cage", False, [], ['Moon Pearl']],
["Tower of Hera - Basement Cage", True, ['Pegasus Boots', 'Moon Pearl', 'Bomb Upgrade (50)']],
["Tower of Hera - Basement Cage", True, ['Pegasus Boots', 'Moon Pearl', 'Progressive Sword']],
["Tower of Hera - Basement Cage", True, ['Pegasus Boots', 'Moon Pearl']],
["Castle Tower - Room 03", False, []],
["Castle Tower - Room 03", False, [], ['Bomb Upgrade (+5)', 'Bomb Upgrade (+10)', 'Bomb Upgrade (50)', 'Progressive Sword', 'Hammer', 'Progressive Bow', 'Fire Rod', 'Ice Rod', 'Cane of Somaria', 'Cane of Byrna']],

View File

@@ -18,12 +18,13 @@ class TestInvertedOWG(TestBase, LTTPTestBase):
self.multiworld.mode[1].value = 2
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
create_inverted_regions(self.multiworld, 1)
self.world.create_dungeons()
create_shops(self.multiworld, 1)
link_inverted_entrances(self.multiworld, 1)
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@@ -14,10 +14,11 @@ class TestMinor(TestBase, LTTPTestBase):
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("minor_glitches")
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.world.er_seed = 0
self.world.create_regions()
self.world.create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(
['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1',

View File

@@ -177,7 +177,7 @@ class TestDeathMountain(TestVanillaOWG):
["Hookshot Cave - Bottom Right", False, []],
["Hookshot Cave - Bottom Right", False, [], ['Progressive Glove', 'Pegasus Boots']],
["Hookshot Cave - Bottom Right", False, [], ['Moon Pearl']],
["Hookshot Cave - Bottom Right", True, ['Moon Pearl', 'Pegasus Boots', 'Bomb Upgrade (50)']],
["Hookshot Cave - Bottom Right", True, ['Moon Pearl', 'Pegasus Boots']],
["Hookshot Cave - Bottom Right", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Flute']],
["Hookshot Cave - Bottom Right", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Lamp']],
@@ -185,7 +185,7 @@ class TestDeathMountain(TestVanillaOWG):
["Hookshot Cave - Bottom Left", False, [], ['Progressive Glove', 'Pegasus Boots']],
["Hookshot Cave - Bottom Left", False, [], ['Moon Pearl']],
["Hookshot Cave - Bottom Left", False, [], ['Hookshot']],
["Hookshot Cave - Bottom Left", True, ['Moon Pearl', 'Pegasus Boots', 'Hookshot', 'Bomb Upgrade (50)']],
["Hookshot Cave - Bottom Left", True, ['Moon Pearl', 'Pegasus Boots', 'Hookshot']],
["Hookshot Cave - Bottom Left", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Flute']],
["Hookshot Cave - Bottom Left", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Lamp']],
@@ -193,7 +193,7 @@ class TestDeathMountain(TestVanillaOWG):
["Hookshot Cave - Top Left", False, [], ['Progressive Glove', 'Pegasus Boots']],
["Hookshot Cave - Top Left", False, [], ['Moon Pearl']],
["Hookshot Cave - Top Left", False, [], ['Hookshot']],
["Hookshot Cave - Top Left", True, ['Moon Pearl', 'Pegasus Boots', 'Hookshot', 'Bomb Upgrade (50)']],
["Hookshot Cave - Top Left", True, ['Moon Pearl', 'Pegasus Boots', 'Hookshot']],
["Hookshot Cave - Top Left", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Flute']],
["Hookshot Cave - Top Left", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Lamp']],
@@ -201,7 +201,7 @@ class TestDeathMountain(TestVanillaOWG):
["Hookshot Cave - Top Right", False, [], ['Progressive Glove', 'Pegasus Boots']],
["Hookshot Cave - Top Right", False, [], ['Moon Pearl']],
["Hookshot Cave - Top Right", False, [], ['Hookshot']],
["Hookshot Cave - Top Right", True, ['Moon Pearl', 'Pegasus Boots', 'Hookshot', 'Bomb Upgrade (50)']],
["Hookshot Cave - Top Right", True, ['Moon Pearl', 'Pegasus Boots', 'Hookshot']],
["Hookshot Cave - Top Right", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Flute']],
["Hookshot Cave - Top Right", True, ['Moon Pearl', 'Progressive Glove', 'Progressive Glove', 'Hookshot', 'Lamp']],
])

View File

@@ -34,11 +34,11 @@ class TestDungeons(TestVanillaOWG):
["Tower of Hera - Basement Cage", False, [], ['Pegasus Boots', "Flute", "Lamp"]],
["Tower of Hera - Basement Cage", False, [], ['Pegasus Boots', "Magic Mirror", "Hammer"]],
["Tower of Hera - Basement Cage", False, [], ['Pegasus Boots', "Magic Mirror", "Hookshot"]],
["Tower of Hera - Basement Cage", True, ['Pegasus Boots', 'Bomb Upgrade (50)']],
["Tower of Hera - Basement Cage", True, ["Flute", "Magic Mirror", 'Bomb Upgrade (50)']],
["Tower of Hera - Basement Cage", True, ["Progressive Glove", "Lamp", "Magic Mirror", 'Bomb Upgrade (50)']],
["Tower of Hera - Basement Cage", True, ['Pegasus Boots']],
["Tower of Hera - Basement Cage", True, ["Flute", "Magic Mirror"]],
["Tower of Hera - Basement Cage", True, ["Progressive Glove", "Lamp", "Magic Mirror"]],
["Tower of Hera - Basement Cage", True, ["Flute", "Hookshot", "Hammer"]],
["Tower of Hera - Basement Cage", True, ["Progressive Glove", "Lamp", "Magic Mirror", 'Bomb Upgrade (50)']],
["Tower of Hera - Basement Cage", True, ["Progressive Glove", "Lamp", "Magic Mirror"]],
["Castle Tower - Room 03", False, []],
["Castle Tower - Room 03", False, ['Progressive Sword'], ['Progressive Sword', 'Cape', 'Beat Agahnim 1']],

View File

@@ -11,13 +11,14 @@ from worlds.alttp.test import LTTPTestBase
class TestVanillaOWG(TestBase, LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("overworld_glitches")
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.worlds[1].er_seed = 0
self.multiworld.worlds[1].create_regions()
self.multiworld.worlds[1].create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@@ -11,12 +11,13 @@ class TestVanilla(TestBase, LTTPTestBase):
def setUp(self):
self.world_setup()
self.multiworld.glitches_required[1] = GlitchesRequired.from_any("no_glitches")
self.multiworld.worlds[1].difficulty_requirements = difficulties['normal']
self.multiworld.difficulty_requirements[1] = difficulties['normal']
self.multiworld.bombless_start[1].value = True
self.multiworld.shuffle_capacity_upgrades[1].value = True
self.multiworld.worlds[1].er_seed = 0
self.multiworld.worlds[1].create_regions()
self.multiworld.worlds[1].create_items()
self.multiworld.required_medallions[1] = ['Ether', 'Quake']
self.multiworld.itempool.extend(get_dungeon_item_pool(self.multiworld))
self.multiworld.itempool.extend(item_factory(['Green Pendant', 'Red Pendant', 'Blue Pendant', 'Beat Agahnim 1', 'Beat Agahnim 2', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'], self.world))
self.multiworld.get_location('Agahnim 1', 1).item = None

View File

@@ -1,7 +1,4 @@
item_table = (
'An Old GeoCities Profile',
'Very Funny Joke',
'Motivational Video',
'Staples Easy Button',
'One Million Dollars',
'Replica Master Sword',
@@ -16,7 +13,7 @@ item_table = (
'2012 Magic the Gathering Core Set Starter Box',
'Poke\'mon Booster Pack',
'USB Speakers',
'Eco-Friendly Spork',
'Plastic Spork',
'Cheeseburger',
'Brand New Car',
'Hunting Knife',
@@ -25,7 +22,7 @@ item_table = (
'One-Up Mushroom',
'Nokia N-GAGE',
'2-Liter of Sprite',
'Free trial of the critically acclaimed MMORPG Final Fantasy XIV, including the entirety of A Realm Reborn and the award winning Heavensward and Stormblood expansions up to level 70 with no restrictions on playtime!',
'Free trial of the critically acclaimed MMORPG Final Fantasy XIV, including the entirety of A Realm Reborn and the award winning Heavensward expansion up to level 60 with no restrictions on playtime!',
'Can of Compressed Air',
'Striped Kitten',
'USB Power Adapter',

View File

@@ -1,5 +1,6 @@
from BaseClasses import MultiWorld
from worlds.AutoWorld import LogicMixin
from ..AutoWorld import LogicMixin
from ..generic.Rules import set_rule
class ArchipIDLELogic(LogicMixin):
@@ -9,20 +10,29 @@ class ArchipIDLELogic(LogicMixin):
def set_rules(world: MultiWorld, player: int):
for i in range(16, 31):
world.get_location(f"IDLE item number {i}", player).access_rule = lambda \
state: state._archipidle_location_is_accessible(player, 4)
set_rule(
world.get_location(f"IDLE item number {i}", player),
lambda state: state._archipidle_location_is_accessible(player, 4)
)
for i in range(31, 51):
world.get_location(f"IDLE item number {i}", player).access_rule = lambda \
state: state._archipidle_location_is_accessible(player, 10)
set_rule(
world.get_location(f"IDLE item number {i}", player),
lambda state: state._archipidle_location_is_accessible(player, 10)
)
for i in range(51, 101):
world.get_location(f"IDLE item number {i}", player).access_rule = lambda \
state: state._archipidle_location_is_accessible(player, 20)
set_rule(
world.get_location(f"IDLE item number {i}", player),
lambda state: state._archipidle_location_is_accessible(player, 20)
)
for i in range(101, 201):
world.get_location(f"IDLE item number {i}", player).access_rule = lambda \
state: state._archipidle_location_is_accessible(player, 40)
set_rule(
world.get_location(f"IDLE item number {i}", player),
lambda state: state._archipidle_location_is_accessible(player, 40)
)
world.completion_condition[player] =\
lambda state: state.can_reach(world.get_location("IDLE item number 200", player), "Location", player)
lambda state:\
state.can_reach(world.get_location("IDLE item number 200", player), "Location", player)

View File

@@ -1,8 +1,8 @@
from BaseClasses import Item, MultiWorld, Region, Location, Entrance, Tutorial, ItemClassification
from worlds.AutoWorld import World, WebWorld
from datetime import datetime
from .Items import item_table
from .Rules import set_rules
from ..AutoWorld import World, WebWorld
from datetime import datetime
class ArchipIDLEWebWorld(WebWorld):
@@ -29,10 +29,11 @@ class ArchipIDLEWebWorld(WebWorld):
class ArchipIDLEWorld(World):
"""
An idle game which sends a check every thirty to sixty seconds, up to two hundred checks.
An idle game which sends a check every thirty seconds, up to two hundred checks.
"""
game = "ArchipIDLE"
topology_present = False
data_version = 5
hidden = (datetime.now().month != 4) # ArchipIDLE is only visible during April
web = ArchipIDLEWebWorld()
@@ -55,40 +56,18 @@ class ArchipIDLEWorld(World):
return Item(name, ItemClassification.progression, self.item_name_to_id[name], self.player)
def create_items(self):
item_pool = [
ArchipIDLEItem(
item_table[0],
ItemClassification.progression,
self.item_name_to_id[item_table[0]],
self.player
)
]
item_table_copy = list(item_table)
self.multiworld.random.shuffle(item_table_copy)
for i in range(40):
item_pool.append(ArchipIDLEItem(
item_table[1],
ItemClassification.progression,
self.item_name_to_id[item_table[1]],
self.player
))
for i in range(40):
item_pool.append(ArchipIDLEItem(
item_table[2],
ItemClassification.filler,
self.item_name_to_id[item_table[2]],
self.player
))
item_table_copy = list(item_table[3:])
self.random.shuffle(item_table_copy)
for i in range(119):
item_pool.append(ArchipIDLEItem(
item_pool = []
for i in range(200):
item = ArchipIDLEItem(
item_table_copy[i],
ItemClassification.progression if i < 9 else ItemClassification.filler,
ItemClassification.progression if i < 40 else ItemClassification.filler,
self.item_name_to_id[item_table_copy[i]],
self.player
))
)
item_pool.append(item)
self.multiworld.itempool += item_pool

View File

@@ -10,6 +10,10 @@ class AdvData(typing.NamedTuple):
class ChecksFinderAdvancement(Location):
game: str = "ChecksFinder"
def __init__(self, player: int, name: str, address: typing.Optional[int], parent):
super().__init__(player, name, address, parent)
self.event = not address
advancement_table = {
"Tile 1": AdvData(81000, 'Board'),

View File

@@ -4,7 +4,7 @@ import settings
import base64
import logging
from BaseClasses import Item, Region, Tutorial, ItemClassification
from BaseClasses import Item, Region, MultiWorld, Tutorial, ItemClassification
from .items import CV64Item, filler_item_names, get_item_info, get_item_names_to_ids, get_item_counts
from .locations import CV64Location, get_location_info, verify_locations, get_location_names_to_ids, base_id
from .entrances import verify_entrances, get_warp_entrances
@@ -18,7 +18,7 @@ from ..AutoWorld import WebWorld, World
from .aesthetics import randomize_lighting, shuffle_sub_weapons, rom_empty_breakables_flags, rom_sub_weapon_flags, \
randomize_music, get_start_inventory_data, get_location_data, randomize_shop_prices, get_loading_zone_bytes, \
get_countdown_numbers
from .rom import RomData, write_patch, get_base_rom_path, CV64ProcedurePatch, CV64_US_10_HASH
from .rom import LocalRom, patch_rom, get_base_rom_path, CV64DeltaPatch
from .client import Castlevania64Client
@@ -27,7 +27,7 @@ class CV64Settings(settings.Group):
"""File name of the CV64 US 1.0 rom"""
copy_to = "Castlevania (USA).z64"
description = "CV64 (US 1.0) ROM File"
md5s = [CV64_US_10_HASH]
md5s = [CV64DeltaPatch.hash]
rom_file: RomFile = RomFile(RomFile.copy_to)
@@ -86,6 +86,12 @@ class CV64World(World):
web = CV64Web()
@classmethod
def stage_assert_generate(cls, multiworld: MultiWorld) -> None:
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
def generate_early(self) -> None:
# Generate the player's unique authentication
self.auth = bytearray(self.multiworld.random.getrandbits(8) for _ in range(16))
@@ -270,13 +276,18 @@ class CV64World(World):
offset_data.update(get_start_inventory_data(self.player, self.options,
self.multiworld.precollected_items[self.player]))
patch = CV64ProcedurePatch(player=self.player, player_name=self.multiworld.player_name[self.player])
write_patch(self, patch, offset_data, shop_name_list, shop_desc_list, shop_colors_list, active_locations)
cv64_rom = LocalRom(get_base_rom_path())
rom_path = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}"
f"{patch.patch_file_ending}")
rompath = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.z64")
patch.write(rom_path)
patch_rom(self, cv64_rom, offset_data, shop_name_list, shop_desc_list, shop_colors_list, active_locations)
cv64_rom.write_to_file(rompath)
patch = CV64DeltaPatch(os.path.splitext(rompath)[0] + CV64DeltaPatch.patch_file_ending, player=self.player,
player_name=self.multiworld.player_name[self.player], patched_path=rompath)
patch.write()
os.unlink(rompath)
def get_filler_item_name(self) -> str:
return self.random.choice(filler_item_names)

View File

@@ -14,111 +14,111 @@ if TYPE_CHECKING:
from . import CV64World
rom_sub_weapon_offsets = {
0x10C6EB: (b"\x10", rname.forest_of_silence), # Forest
0x10C6F3: (b"\x0F", rname.forest_of_silence),
0x10C6FB: (b"\x0E", rname.forest_of_silence),
0x10C703: (b"\x0D", rname.forest_of_silence),
0x10C6EB: (0x10, rname.forest_of_silence), # Forest
0x10C6F3: (0x0F, rname.forest_of_silence),
0x10C6FB: (0x0E, rname.forest_of_silence),
0x10C703: (0x0D, rname.forest_of_silence),
0x10C81F: (b"\x0F", rname.castle_wall), # Castle Wall
0x10C827: (b"\x10", rname.castle_wall),
0x10C82F: (b"\x0E", rname.castle_wall),
0x7F9A0F: (b"\x0D", rname.castle_wall),
0x10C81F: (0x0F, rname.castle_wall), # Castle Wall
0x10C827: (0x10, rname.castle_wall),
0x10C82F: (0x0E, rname.castle_wall),
0x7F9A0F: (0x0D, rname.castle_wall),
0x83A5D9: (b"\x0E", rname.villa), # Villa
0x83A5E5: (b"\x0D", rname.villa),
0x83A5F1: (b"\x0F", rname.villa),
0xBFC903: (b"\x10", rname.villa),
0x10C987: (b"\x10", rname.villa),
0x10C98F: (b"\x0D", rname.villa),
0x10C997: (b"\x0F", rname.villa),
0x10CF73: (b"\x10", rname.villa),
0x83A5D9: (0x0E, rname.villa), # Villa
0x83A5E5: (0x0D, rname.villa),
0x83A5F1: (0x0F, rname.villa),
0xBFC903: (0x10, rname.villa),
0x10C987: (0x10, rname.villa),
0x10C98F: (0x0D, rname.villa),
0x10C997: (0x0F, rname.villa),
0x10CF73: (0x10, rname.villa),
0x10CA57: (b"\x0D", rname.tunnel), # Tunnel
0x10CA5F: (b"\x0E", rname.tunnel),
0x10CA67: (b"\x10", rname.tunnel),
0x10CA6F: (b"\x0D", rname.tunnel),
0x10CA77: (b"\x0F", rname.tunnel),
0x10CA7F: (b"\x0E", rname.tunnel),
0x10CA57: (0x0D, rname.tunnel), # Tunnel
0x10CA5F: (0x0E, rname.tunnel),
0x10CA67: (0x10, rname.tunnel),
0x10CA6F: (0x0D, rname.tunnel),
0x10CA77: (0x0F, rname.tunnel),
0x10CA7F: (0x0E, rname.tunnel),
0x10CBC7: (b"\x0E", rname.castle_center), # Castle Center
0x10CC0F: (b"\x0D", rname.castle_center),
0x10CC5B: (b"\x0F", rname.castle_center),
0x10CBC7: (0x0E, rname.castle_center), # Castle Center
0x10CC0F: (0x0D, rname.castle_center),
0x10CC5B: (0x0F, rname.castle_center),
0x10CD3F: (b"\x0E", rname.tower_of_execution), # Character towers
0x10CD65: (b"\x0D", rname.tower_of_execution),
0x10CE2B: (b"\x0E", rname.tower_of_science),
0x10CE83: (b"\x10", rname.duel_tower),
0x10CD3F: (0x0E, rname.tower_of_execution), # Character towers
0x10CD65: (0x0D, rname.tower_of_execution),
0x10CE2B: (0x0E, rname.tower_of_science),
0x10CE83: (0x10, rname.duel_tower),
0x10CF8B: (b"\x0F", rname.room_of_clocks), # Room of Clocks
0x10CF93: (b"\x0D", rname.room_of_clocks),
0x10CF8B: (0x0F, rname.room_of_clocks), # Room of Clocks
0x10CF93: (0x0D, rname.room_of_clocks),
0x99BC5A: (b"\x0D", rname.clock_tower), # Clock Tower
0x10CECB: (b"\x10", rname.clock_tower),
0x10CED3: (b"\x0F", rname.clock_tower),
0x10CEDB: (b"\x0E", rname.clock_tower),
0x10CEE3: (b"\x0D", rname.clock_tower),
0x99BC5A: (0x0D, rname.clock_tower), # Clock Tower
0x10CECB: (0x10, rname.clock_tower),
0x10CED3: (0x0F, rname.clock_tower),
0x10CEDB: (0x0E, rname.clock_tower),
0x10CEE3: (0x0D, rname.clock_tower),
}
rom_sub_weapon_flags = {
0x10C6EC: b"\x02\x00\xFF\x04", # Forest of Silence
0x10C6FC: b"\x04\x00\xFF\x04",
0x10C6F4: b"\x08\x00\xFF\x04",
0x10C704: b"\x40\x00\xFF\x04",
0x10C6EC: 0x0200FF04, # Forest of Silence
0x10C6FC: 0x0400FF04,
0x10C6F4: 0x0800FF04,
0x10C704: 0x4000FF04,
0x10C831: b"\x08", # Castle Wall
0x10C829: b"\x10",
0x10C821: b"\x20",
0xBFCA97: b"\x04",
0x10C831: 0x08, # Castle Wall
0x10C829: 0x10,
0x10C821: 0x20,
0xBFCA97: 0x04,
# Villa
0xBFC926: b"\xFF\x04",
0xBFC93A: b"\x80",
0xBFC93F: b"\x01",
0xBFC943: b"\x40",
0xBFC947: b"\x80",
0x10C989: b"\x10",
0x10C991: b"\x20",
0x10C999: b"\x40",
0x10CF77: b"\x80",
0xBFC926: 0xFF04,
0xBFC93A: 0x80,
0xBFC93F: 0x01,
0xBFC943: 0x40,
0xBFC947: 0x80,
0x10C989: 0x10,
0x10C991: 0x20,
0x10C999: 0x40,
0x10CF77: 0x80,
0x10CA58: b"\x40\x00\xFF\x0E", # Tunnel
0x10CA6B: b"\x80",
0x10CA60: b"\x10\x00\xFF\x05",
0x10CA70: b"\x20\x00\xFF\x05",
0x10CA78: b"\x40\x00\xFF\x05",
0x10CA80: b"\x80\x00\xFF\x05",
0x10CA58: 0x4000FF0E, # Tunnel
0x10CA6B: 0x80,
0x10CA60: 0x1000FF05,
0x10CA70: 0x2000FF05,
0x10CA78: 0x4000FF05,
0x10CA80: 0x8000FF05,
0x10CBCA: b"\x02", # Castle Center
0x10CC10: b"\x80",
0x10CC5C: b"\x40",
0x10CBCA: 0x02, # Castle Center
0x10CC10: 0x80,
0x10CC5C: 0x40,
0x10CE86: b"\x01", # Duel Tower
0x10CD43: b"\x02", # Tower of Execution
0x10CE2E: b"\x20", # Tower of Science
0x10CE86: 0x01, # Duel Tower
0x10CD43: 0x02, # Tower of Execution
0x10CE2E: 0x20, # Tower of Science
0x10CF8E: b"\x04", # Room of Clocks
0x10CF96: b"\x08",
0x10CF8E: 0x04, # Room of Clocks
0x10CF96: 0x08,
0x10CECE: b"\x08", # Clock Tower
0x10CED6: b"\x10",
0x10CEE6: b"\x20",
0x10CEDE: b"\x80",
0x10CECE: 0x08, # Clock Tower
0x10CED6: 0x10,
0x10CEE6: 0x20,
0x10CEDE: 0x80,
}
rom_empty_breakables_flags = {
0x10C74D: b"\x40\xFF\x05", # Forest of Silence
0x10C765: b"\x20\xFF\x0E",
0x10C774: b"\x08\x00\xFF\x0E",
0x10C755: b"\x80\xFF\x05",
0x10C784: b"\x01\x00\xFF\x0E",
0x10C73C: b"\x02\x00\xFF\x0E",
0x10C74D: 0x40FF05, # Forest of Silence
0x10C765: 0x20FF0E,
0x10C774: 0x0800FF0E,
0x10C755: 0x80FF05,
0x10C784: 0x0100FF0E,
0x10C73C: 0x0200FF0E,
0x10C8D0: b"\x04\x00\xFF\x0E", # Villa foyer
0x10C8D0: 0x0400FF0E, # Villa foyer
0x10CF9F: b"\x08", # Room of Clocks flags
0x10CFA7: b"\x01",
0xBFCB6F: b"\x04", # Room of Clocks candle property IDs
0xBFCB73: b"\x05",
0x10CF9F: 0x08, # Room of Clocks flags
0x10CFA7: 0x01,
0xBFCB6F: 0x04, # Room of Clocks candle property IDs
0xBFCB73: 0x05,
}
rom_axe_cross_lower_values = {
@@ -269,18 +269,19 @@ renon_item_dialogue = {
}
def randomize_lighting(world: "CV64World") -> Dict[int, bytes]:
def randomize_lighting(world: "CV64World") -> Dict[int, int]:
"""Generates randomized data for the map lighting table."""
randomized_lighting = {}
for entry in range(67):
for sub_entry in range(19):
if sub_entry not in [3, 7, 11, 15] and entry != 4:
# The fourth entry in the lighting table affects the lighting on some item pickups; skip it
randomized_lighting[0x1091A0 + (entry * 28) + sub_entry] = bytes([world.random.randint(0, 255)])
randomized_lighting[0x1091A0 + (entry * 28) + sub_entry] = \
world.random.randint(0, 255)
return randomized_lighting
def shuffle_sub_weapons(world: "CV64World") -> Dict[int, bytes]:
def shuffle_sub_weapons(world: "CV64World") -> Dict[int, int]:
"""Shuffles the sub-weapons amongst themselves."""
sub_weapon_dict = {offset: rom_sub_weapon_offsets[offset][0] for offset in rom_sub_weapon_offsets if
rom_sub_weapon_offsets[offset][1] in world.active_stage_exits}
@@ -294,7 +295,7 @@ def shuffle_sub_weapons(world: "CV64World") -> Dict[int, bytes]:
return dict(zip(sub_weapon_dict, sub_bytes))
def randomize_music(world: "CV64World") -> Dict[int, bytes]:
def randomize_music(world: "CV64World") -> Dict[int, int]:
"""Generates randomized or disabled data for all the music in the game."""
music_array = bytearray(0x7A)
for number in music_sfx_ids:
@@ -339,10 +340,15 @@ def randomize_music(world: "CV64World") -> Dict[int, bytes]:
music_array[i] = fade_in_songs[i]
del (music_array[0x00: 0x10])
return {0xBFCD30: bytes(music_array)}
# Convert the music array into a data dict
music_offsets = {}
for i in range(len(music_array)):
music_offsets[0xBFCD30 + i] = music_array[i]
return music_offsets
def randomize_shop_prices(world: "CV64World") -> Dict[int, bytes]:
def randomize_shop_prices(world: "CV64World") -> Dict[int, int]:
"""Randomize the shop prices based on the minimum and maximum values chosen.
The minimum price will adjust if it's higher than the max."""
min_price = world.options.minimum_gold_price.value
@@ -357,15 +363,21 @@ def randomize_shop_prices(world: "CV64World") -> Dict[int, bytes]:
shop_price_list = [world.random.randint(min_price * 100, max_price * 100) for _ in range(7)]
# Convert the price list into a data dict.
# Convert the price list into a data dict. Which offset it starts from depends on how many bytes it takes up.
price_dict = {}
for i in range(len(shop_price_list)):
price_dict[0x103D6C + (i * 12)] = int.to_bytes(shop_price_list[i], 4, "big")
if shop_price_list[i] <= 0xFF:
price_dict[0x103D6E + (i*12)] = 0
price_dict[0x103D6F + (i*12)] = shop_price_list[i]
elif shop_price_list[i] <= 0xFFFF:
price_dict[0x103D6E + (i*12)] = shop_price_list[i]
else:
price_dict[0x103D6D + (i*12)] = shop_price_list[i]
return price_dict
def get_countdown_numbers(options: CV64Options, active_locations: Iterable[Location]) -> Dict[int, bytes]:
def get_countdown_numbers(options: CV64Options, active_locations: Iterable[Location]) -> Dict[int, int]:
"""Figures out which Countdown numbers to increase for each Location after verifying the Item on the Location should
increase a number.
@@ -388,11 +400,16 @@ def get_countdown_numbers(options: CV64Options, active_locations: Iterable[Locat
if countdown_number is not None:
countdown_list[countdown_number] += 1
return {0xBFD818: bytes(countdown_list)}
# Convert the Countdown list into a data dict
countdown_dict = {}
for i in range(len(countdown_list)):
countdown_dict[0xBFD818 + i] = countdown_list[i]
return countdown_dict
def get_location_data(world: "CV64World", active_locations: Iterable[Location]) \
-> Tuple[Dict[int, bytes], List[str], List[bytearray], List[List[Union[int, str, None]]]]:
-> Tuple[Dict[int, int], List[str], List[bytearray], List[List[Union[int, str, None]]]]:
"""Gets ALL the item data to go into the ROM. Item data consists of two bytes: the first dictates the appearance of
the item, the second determines what the item actually is when picked up. All items from other worlds will be AP
items that do nothing when picked up other than set their flag, and their appearance will depend on whether it's
@@ -432,11 +449,12 @@ def get_location_data(world: "CV64World", active_locations: Iterable[Location])
# Figure out the item ID bytes to put in each Location here. Write the item itself if either it's the player's
# very own, or it belongs to an Item Link that the player is a part of.
if loc.item.player == world.player:
if loc.item.player == world.player or (loc.item.player in world.multiworld.groups and
world.player in world.multiworld.groups[loc.item.player]['players']):
if loc_type not in ["npc", "shop"] and get_item_info(loc.item.name, "pickup actor id") is not None:
location_bytes[get_location_info(loc.name, "offset")] = get_item_info(loc.item.name, "pickup actor id")
else:
location_bytes[get_location_info(loc.name, "offset")] = get_item_info(loc.item.name, "code") & 0xFF
location_bytes[get_location_info(loc.name, "offset")] = get_item_info(loc.item.name, "code")
else:
# Make the item the unused Wooden Stake - our multiworld item.
location_bytes[get_location_info(loc.name, "offset")] = 0x11
@@ -516,12 +534,11 @@ def get_location_data(world: "CV64World", active_locations: Iterable[Location])
shop_colors_list.append(get_item_text_color(loc))
return {offset: int.to_bytes(byte, 1, "big") for offset, byte in location_bytes.items()}, shop_name_list,\
shop_colors_list, shop_desc_list
return location_bytes, shop_name_list, shop_colors_list, shop_desc_list
def get_loading_zone_bytes(options: CV64Options, starting_stage: str,
active_stage_exits: Dict[str, Dict[str, Union[str, int, None]]]) -> Dict[int, bytes]:
active_stage_exits: Dict[str, Dict[str, Union[str, int, None]]]) -> Dict[int, int]:
"""Figure out all the bytes for loading zones and map transitions based on which stages are where in the exit data.
The same data was used earlier in figuring out the logic. Map transitions consist of two major components: which map
to send the player to, and which spot within the map to spawn the player at."""
@@ -534,8 +551,8 @@ def get_loading_zone_bytes(options: CV64Options, starting_stage: str,
# Start loading zones
# If the start zone is the start of the line, have it simply refresh the map.
if active_stage_exits[stage]["prev"] == "Menu":
loading_zone_bytes[get_stage_info(stage, "startzone map offset")] = b"\xFF"
loading_zone_bytes[get_stage_info(stage, "startzone spawn offset")] = b"\x00"
loading_zone_bytes[get_stage_info(stage, "startzone map offset")] = 0xFF
loading_zone_bytes[get_stage_info(stage, "startzone spawn offset")] = 0x00
elif active_stage_exits[stage]["prev"]:
loading_zone_bytes[get_stage_info(stage, "startzone map offset")] = \
get_stage_info(active_stage_exits[stage]["prev"], "end map id")
@@ -546,7 +563,7 @@ def get_loading_zone_bytes(options: CV64Options, starting_stage: str,
if active_stage_exits[stage]["prev"] == rname.castle_center:
if options.character_stages == CharacterStages.option_carrie_only or \
active_stage_exits[rname.castle_center]["alt"] == stage:
loading_zone_bytes[get_stage_info(stage, "startzone spawn offset")] = b"\x03"
loading_zone_bytes[get_stage_info(stage, "startzone spawn offset")] += 1
# End loading zones
if active_stage_exits[stage]["next"]:
@@ -565,16 +582,16 @@ def get_loading_zone_bytes(options: CV64Options, starting_stage: str,
return loading_zone_bytes
def get_start_inventory_data(player: int, options: CV64Options, precollected_items: List[Item]) -> Dict[int, bytes]:
def get_start_inventory_data(player: int, options: CV64Options, precollected_items: List[Item]) -> Dict[int, int]:
"""Calculate and return the starting inventory values. Not every Item goes into the menu inventory, so everything
has to be handled appropriately."""
start_inventory_data = {}
start_inventory_data = {0xBFD867: 0, # Jewels
0xBFD87B: 0, # PowerUps
0xBFD883: 0, # Sub-weapon
0xBFD88B: 0} # Ice Traps
inventory_items_array = [0 for _ in range(35)]
total_money = 0
total_jewels = 0
total_powerups = 0
total_ice_traps = 0
items_max = 10
@@ -598,46 +615,42 @@ def get_start_inventory_data(player: int, options: CV64Options, precollected_ite
inventory_items_array[inventory_offset] = 2
# Starting sub-weapon
elif sub_equip_id is not None:
start_inventory_data[0xBFD883] = bytes(sub_equip_id)
start_inventory_data[0xBFD883] = sub_equip_id
# Starting PowerUps
elif item.name == iname.powerup:
total_powerups += 1
# Can't have more than 2 PowerUps.
if total_powerups > 2:
total_powerups = 2
start_inventory_data[0xBFD87B] += 1
if start_inventory_data[0xBFD87B] > 2:
start_inventory_data[0xBFD87B] = 2
# Starting Gold
elif "GOLD" in item.name:
total_money += int(item.name[0:4])
# Money cannot be higher than 99999.
if total_money > 99999:
total_money = 99999
# Starting Jewels
elif "jewel" in item.name:
if "L" in item.name:
total_jewels += 10
start_inventory_data[0xBFD867] += 10
else:
total_jewels += 5
# Jewels cannot be higher than 99.
if total_jewels > 99:
total_jewels = 99
start_inventory_data[0xBFD867] += 5
if start_inventory_data[0xBFD867] > 99:
start_inventory_data[0xBFD867] = 99
# Starting Ice Traps
else:
total_ice_traps += 1
# Ice Traps cannot be higher than 255.
if total_ice_traps > 0xFF:
total_ice_traps = 0xFF
# Convert the jewels into data.
start_inventory_data[0xBFD867] = bytes([total_jewels])
# Convert the Ice Traps into data.
start_inventory_data[0xBFD88B] = bytes([total_ice_traps])
start_inventory_data[0xBFD88B] += 1
if start_inventory_data[0xBFD88B] > 0xFF:
start_inventory_data[0xBFD88B] = 0xFF
# Convert the inventory items into data.
start_inventory_data[0xBFE518] = bytes(inventory_items_array)
for i in range(len(inventory_items_array)):
start_inventory_data[0xBFE518 + i] = inventory_items_array[i]
# Convert the starting money into data.
start_inventory_data[0xBFE514] = int.to_bytes(total_money, 4, "big")
# Convert the starting money into data. Which offset it starts from depends on how many bytes it takes up.
if total_money <= 0xFF:
start_inventory_data[0xBFE517] = total_money
elif total_money <= 0xFFFF:
start_inventory_data[0xBFE516] = total_money
else:
start_inventory_data[0xBFE515] = total_money
return start_inventory_data

View File

@@ -197,15 +197,12 @@ deathlink_nitro_edition = [
0xA168FFFD, # SB T0, 0xFFFD (T3)
]
launch_fall_killer = [
# Custom code to force the instant fall death if at a high enough falling speed after getting killed by something
# that launches you (whether it be the Nitro explosion or a Big Toss hit). The game doesn't normally run the check
# that would trigger the fall death after you get killed by some other means, which could result in a softlock
# when a killing blow launches you into an abyss.
nitro_fall_killer = [
# Custom code to force the instant fall death if at a high enough falling speed after getting killed by the Nitro
# explosion, since the game doesn't run the checks for the fall death after getting hit by said explosion and could
# result in a softlock when getting blown into an abyss.
0x3C0C8035, # LUI T4, 0x8035
0x918807E2, # LBU T0, 0x07E2 (T4)
0x24090008, # ADDIU T1, R0, 0x0008
0x11090002, # BEQ T0, T1, [forward 0x02]
0x2409000C, # ADDIU T1, R0, 0x000C
0x15090006, # BNE T0, T1, [forward 0x06]
0x3C098035, # LUI T1, 0x8035
@@ -2866,13 +2863,3 @@ big_tosser = [
0xAD000814, # SW R0, 0x0814 (T0)
0x03200008 # JR T9
]
dog_bite_ice_trap_fix = [
# Sets the freeze timer to 0 when a maze garden dog bites the player to ensure the ice chunk model will break if the
# player gets bitten while frozen via Ice Trap.
0x3C088039, # LUI T0, 0x8039
0xA5009E76, # SH R0, 0x9E76 (T0)
0x3C090F00, # LUI T1, 0x0F00
0x25291CB8, # ADDIU T1, T1, 0x1CB8
0x01200008 # JR T1
]

View File

@@ -27,7 +27,7 @@ in vanilla, contains 5 checks in rando.
#### Bat archway rock
After the broken bridge containing the invisible pathway to the Special1 in vanilla, this rock is off to the side in front
of the gate frame with a swarm of bats that come at you, before the Werewolf's territory. Contains 4 checks. If you are new
to speedrunning the vanilla game and haven't yet learned the RNG manip strats, this is a guaranteed spot to find a PowerUp at.
to speedrunning the vanilla game and haven't yet learned the RNG manip strats, this is a guranteed spot to find a PowerUp at.

View File

@@ -74,8 +74,7 @@ class HardItemPool(Toggle):
class Special1sPerWarp(Range):
"""Sets how many Special1 jewels are needed per warp menu option unlock.
This will decrease until the number x 7 is less than or equal to the Total Specail1s if it isn't already."""
"""Sets how many Special1 jewels are needed per warp menu option unlock."""
range_start = 1
range_end = 10
default = 1
@@ -83,7 +82,8 @@ class Special1sPerWarp(Range):
class TotalSpecial1s(Range):
"""Sets how many Speical1 jewels are in the pool in total."""
"""Sets how many Speical1 jewels are in the pool in total.
If this is set to be less than Special1s Per Warp x 7, it will decrease by 1 until it isn't."""
range_start = 7
range_end = 70
default = 7

File diff suppressed because it is too large Load Diff

View File

@@ -47,9 +47,9 @@ if TYPE_CHECKING:
# corresponding Locations and Entrances will all be created.
stage_info = {
"Forest of Silence": {
"start region": rname.forest_start, "start map id": b"\x00", "start spawn id": b"\x00",
"mid region": rname.forest_mid, "mid map id": b"\x00", "mid spawn id": b"\x04",
"end region": rname.forest_end, "end map id": b"\x00", "end spawn id": b"\x01",
"start region": rname.forest_start, "start map id": 0x00, "start spawn id": 0x00,
"mid region": rname.forest_mid, "mid map id": 0x00, "mid spawn id": 0x04,
"end region": rname.forest_end, "end map id": 0x00, "end spawn id": 0x01,
"endzone map offset": 0xB6302F, "endzone spawn offset": 0xB6302B,
"save number offsets": [0x1049C5, 0x1049CD, 0x1049D5],
"regions": [rname.forest_start,
@@ -58,9 +58,9 @@ stage_info = {
},
"Castle Wall": {
"start region": rname.cw_start, "start map id": b"\x02", "start spawn id": b"\x00",
"mid region": rname.cw_start, "mid map id": b"\x02", "mid spawn id": b"\x07",
"end region": rname.cw_exit, "end map id": b"\x02", "end spawn id": b"\x10",
"start region": rname.cw_start, "start map id": 0x02, "start spawn id": 0x00,
"mid region": rname.cw_start, "mid map id": 0x02, "mid spawn id": 0x07,
"end region": rname.cw_exit, "end map id": 0x02, "end spawn id": 0x10,
"endzone map offset": 0x109A5F, "endzone spawn offset": 0x109A61,
"save number offsets": [0x1049DD, 0x1049E5, 0x1049ED],
"regions": [rname.cw_start,
@@ -69,9 +69,9 @@ stage_info = {
},
"Villa": {
"start region": rname.villa_start, "start map id": b"\x03", "start spawn id": b"\x00",
"mid region": rname.villa_storeroom, "mid map id": b"\x05", "mid spawn id": b"\x04",
"end region": rname.villa_crypt, "end map id": b"\x1A", "end spawn id": b"\x03",
"start region": rname.villa_start, "start map id": 0x03, "start spawn id": 0x00,
"mid region": rname.villa_storeroom, "mid map id": 0x05, "mid spawn id": 0x04,
"end region": rname.villa_crypt, "end map id": 0x1A, "end spawn id": 0x03,
"endzone map offset": 0xD9DA3, "endzone spawn offset": 0x109E81,
"altzone map offset": 0xD9DAB, "altzone spawn offset": 0x109E81,
"save number offsets": [0x1049F5, 0x1049FD, 0x104A05, 0x104A0D],
@@ -85,9 +85,9 @@ stage_info = {
},
"Tunnel": {
"start region": rname.tunnel_start, "start map id": b"\x07", "start spawn id": b"\x00",
"mid region": rname.tunnel_end, "mid map id": b"\x07", "mid spawn id": b"\x03",
"end region": rname.tunnel_end, "end map id": b"\x07", "end spawn id": b"\x11",
"start region": rname.tunnel_start, "start map id": 0x07, "start spawn id": 0x00,
"mid region": rname.tunnel_end, "mid map id": 0x07, "mid spawn id": 0x03,
"end region": rname.tunnel_end, "end map id": 0x07, "end spawn id": 0x11,
"endzone map offset": 0x109B4F, "endzone spawn offset": 0x109B51, "character": "Reinhardt",
"save number offsets": [0x104A15, 0x104A1D, 0x104A25, 0x104A2D],
"regions": [rname.tunnel_start,
@@ -95,9 +95,9 @@ stage_info = {
},
"Underground Waterway": {
"start region": rname.uw_main, "start map id": b"\x08", "start spawn id": b"\x00",
"mid region": rname.uw_main, "mid map id": b"\x08", "mid spawn id": b"\x03",
"end region": rname.uw_end, "end map id": b"\x08", "end spawn id": b"\x01",
"start region": rname.uw_main, "start map id": 0x08, "start spawn id": 0x00,
"mid region": rname.uw_main, "mid map id": 0x08, "mid spawn id": 0x03,
"end region": rname.uw_end, "end map id": 0x08, "end spawn id": 0x01,
"endzone map offset": 0x109B67, "endzone spawn offset": 0x109B69, "character": "Carrie",
"save number offsets": [0x104A35, 0x104A3D],
"regions": [rname.uw_main,
@@ -105,9 +105,9 @@ stage_info = {
},
"Castle Center": {
"start region": rname.cc_main, "start map id": b"\x19", "start spawn id": b"\x00",
"mid region": rname.cc_main, "mid map id": b"\x0E", "mid spawn id": b"\x03",
"end region": rname.cc_elev_top, "end map id": b"\x0F", "end spawn id": b"\x02",
"start region": rname.cc_main, "start map id": 0x19, "start spawn id": 0x00,
"mid region": rname.cc_main, "mid map id": 0x0E, "mid spawn id": 0x03,
"end region": rname.cc_elev_top, "end map id": 0x0F, "end spawn id": 0x02,
"endzone map offset": 0x109CB7, "endzone spawn offset": 0x109CB9,
"altzone map offset": 0x109CCF, "altzone spawn offset": 0x109CD1,
"save number offsets": [0x104A45, 0x104A4D, 0x104A55, 0x104A5D, 0x104A65, 0x104A6D, 0x104A75],
@@ -119,20 +119,20 @@ stage_info = {
},
"Duel Tower": {
"start region": rname.dt_main, "start map id": b"\x13", "start spawn id": b"\x00",
"start region": rname.dt_main, "start map id": 0x13, "start spawn id": 0x00,
"startzone map offset": 0x109DA7, "startzone spawn offset": 0x109DA9,
"mid region": rname.dt_main, "mid map id": b"\x13", "mid spawn id": b"\x15",
"end region": rname.dt_main, "end map id": b"\x13", "end spawn id": b"\x01",
"mid region": rname.dt_main, "mid map id": 0x13, "mid spawn id": 0x15,
"end region": rname.dt_main, "end map id": 0x13, "end spawn id": 0x01,
"endzone map offset": 0x109D8F, "endzone spawn offset": 0x109D91, "character": "Reinhardt",
"save number offsets": [0x104ACD],
"regions": [rname.dt_main]
},
"Tower of Execution": {
"start region": rname.toe_main, "start map id": b"\x10", "start spawn id": b"\x00",
"start region": rname.toe_main, "start map id": 0x10, "start spawn id": 0x00,
"startzone map offset": 0x109D17, "startzone spawn offset": 0x109D19,
"mid region": rname.toe_main, "mid map id": b"\x10", "mid spawn id": b"\x02",
"end region": rname.toe_main, "end map id": b"\x10", "end spawn id": b"\x12",
"mid region": rname.toe_main, "mid map id": 0x10, "mid spawn id": 0x02,
"end region": rname.toe_main, "end map id": 0x10, "end spawn id": 0x12,
"endzone map offset": 0x109CFF, "endzone spawn offset": 0x109D01, "character": "Reinhardt",
"save number offsets": [0x104A7D, 0x104A85],
"regions": [rname.toe_main,
@@ -140,10 +140,10 @@ stage_info = {
},
"Tower of Science": {
"start region": rname.tosci_start, "start map id": b"\x12", "start spawn id": b"\x00",
"start region": rname.tosci_start, "start map id": 0x12, "start spawn id": 0x00,
"startzone map offset": 0x109D77, "startzone spawn offset": 0x109D79,
"mid region": rname.tosci_conveyors, "mid map id": b"\x12", "mid spawn id": b"\x03",
"end region": rname.tosci_conveyors, "end map id": b"\x12", "end spawn id": b"\x04",
"mid region": rname.tosci_conveyors, "mid map id": 0x12, "mid spawn id": 0x03,
"end region": rname.tosci_conveyors, "end map id": 0x12, "end spawn id": 0x04,
"endzone map offset": 0x109D5F, "endzone spawn offset": 0x109D61, "character": "Carrie",
"save number offsets": [0x104A95, 0x104A9D, 0x104AA5],
"regions": [rname.tosci_start,
@@ -153,28 +153,28 @@ stage_info = {
},
"Tower of Sorcery": {
"start region": rname.tosor_main, "start map id": b"\x11", "start spawn id": b"\x00",
"start region": rname.tosor_main, "start map id": 0x11, "start spawn id": 0x00,
"startzone map offset": 0x109D47, "startzone spawn offset": 0x109D49,
"mid region": rname.tosor_main, "mid map id": b"\x11", "mid spawn id": b"\x01",
"end region": rname.tosor_main, "end map id": b"\x11", "end spawn id": b"\x13",
"mid region": rname.tosor_main, "mid map id": 0x11, "mid spawn id": 0x01,
"end region": rname.tosor_main, "end map id": 0x11, "end spawn id": 0x13,
"endzone map offset": 0x109D2F, "endzone spawn offset": 0x109D31, "character": "Carrie",
"save number offsets": [0x104A8D],
"regions": [rname.tosor_main]
},
"Room of Clocks": {
"start region": rname.roc_main, "start map id": b"\x1B", "start spawn id": b"\x00",
"mid region": rname.roc_main, "mid map id": b"\x1B", "mid spawn id": b"\x02",
"end region": rname.roc_main, "end map id": b"\x1B", "end spawn id": b"\x14",
"start region": rname.roc_main, "start map id": 0x1B, "start spawn id": 0x00,
"mid region": rname.roc_main, "mid map id": 0x1B, "mid spawn id": 0x02,
"end region": rname.roc_main, "end map id": 0x1B, "end spawn id": 0x14,
"endzone map offset": 0x109EAF, "endzone spawn offset": 0x109EB1,
"save number offsets": [0x104AC5],
"regions": [rname.roc_main]
},
"Clock Tower": {
"start region": rname.ct_start, "start map id": b"\x17", "start spawn id": b"\x00",
"mid region": rname.ct_middle, "mid map id": b"\x17", "mid spawn id": b"\x02",
"end region": rname.ct_end, "end map id": b"\x17", "end spawn id": b"\x03",
"start region": rname.ct_start, "start map id": 0x17, "start spawn id": 0x00,
"mid region": rname.ct_middle, "mid map id": 0x17, "mid spawn id": 0x02,
"end region": rname.ct_end, "end map id": 0x17, "end spawn id": 0x03,
"endzone map offset": 0x109E37, "endzone spawn offset": 0x109E39,
"save number offsets": [0x104AB5, 0x104ABD],
"regions": [rname.ct_start,
@@ -183,8 +183,8 @@ stage_info = {
},
"Castle Keep": {
"start region": rname.ck_main, "start map id": b"\x14", "start spawn id": b"\x02",
"mid region": rname.ck_main, "mid map id": b"\x14", "mid spawn id": b"\x03",
"start region": rname.ck_main, "start map id": 0x14, "start spawn id": 0x02,
"mid region": rname.ck_main, "mid map id": 0x14, "mid spawn id": 0x03,
"end region": rname.ck_drac_chamber,
"save number offsets": [0x104AAD],
"regions": [rname.ck_main]

View File

@@ -25,28 +25,29 @@ To downpatch DS3 for use with Archipelago, use the following instructions from t
1. Launch Steam (in online mode).
2. Press the Windows Key + R. This will open the Run window.
3. Open the Steam console by typing the following string: `steam://open/console`. Steam should now open in Console Mode.
4. Insert the string of the depot you wish to download. For the AP-supported v1.15, you will want to use: `download_depot 374320 374321 4471176929659548333`.
5. Steam will now download the depot. Note: There is no progress bar for the download in Steam, but it is still downloading in the background.
6. Back up your existing game executable (`DarkSoulsIII.exe`) found in `\Steam\steamapps\common\DARK SOULS III\Game`. Easiest way to do this is to move it to another directory. If you have file extensions enabled, you can instead rename the executable to `DarkSoulsIII.exe.bak`.
7. Return to the Steam console. Once the download is complete, it should say so along with the temporary local directory in which the depot has been stored. This is usually something like `\Steam\steamapps\content\app_XXXXXX\depot_XXXXXX`.
8. Take the `DarkSoulsIII.exe` from that folder and place it in `\Steam\steamapps\common\DARK SOULS III\Game`.
9. Back up and delete your save file (`DS30000.sl2`) in AppData. AppData is hidden by default. To locate it, press Windows Key + R, type `%appdata%` and hit enter. Alternatively: open File Explorer > View > Hidden Items and follow `C:\Users\<your_username>\AppData\Roaming\DarkSoulsIII\<numbers>`.
10. If you did all these steps correctly, you should be able to confirm your game version in the upper-left corner after launching Dark Souls III.
3. Open the Steam console by typing the following string: steam://open/console , Steam should now open in Console Mode.
4. Insert the string of the depot you wish to download. For the AP supported v1.15, you will want to use: download_depot 374320 374321 4471176929659548333.
5. Steam will now download the depot. Note: There is no progress bar of the download in Steam, but it is still downloading in the background.
6. Turn off auto-updates in Steam by right-clicking Dark Souls III in your library > Properties > Updates > set "Automatic Updates" to "Only update this game when I launch it" (or change the value for AutoUpdateBehavior to 1 in "\Steam\steamapps\appmanifest_374320.acf").
7. Back up your existing game folder in "\Steam\steamapps\common\DARK SOULS III".
8. Return back to Steam console. Once the download is complete, it should say so along with the temporary local directory in which the depot has been stored. This is usually something like "\Steam\steamapps\content\app_XXXXXX\depot_XXXXXX". Back up this game folder as well.
9. Delete your existing game folder in "\Steam\steamapps\common\DARK SOULS III", then replace it with your game folder in "\Steam\steamapps\content\app_XXXXXX\depot_XXXXXX".
10. Back up and delete your save file "DS30000.sl2" in AppData. AppData is hidden by default. To locate it, press Windows Key + R, type %appdata% and hit enter or: open File Explorer > View > Hidden Items and follow "C:\Users\your username\AppData\Roaming\DarkSoulsIII\numbers".
11. If you did all these steps correctly, you should be able to confirm your game version in the upper left corner after launching Dark Souls III.
## Installing the Archipelago mod
Get the `dinput8.dll` from the [Dark Souls III AP Client](https://github.com/Marechal-L/Dark-Souls-III-Archipelago-client/releases) and
add it at the root folder of your game (e.g. `SteamLibrary\steamapps\common\DARK SOULS III\Game`)
Get the dinput8.dll from the [Dark Souls III AP Client](https://github.com/Marechal-L/Dark-Souls-III-Archipelago-client/releases) and
add it at the root folder of your game (e.g. "SteamLibrary\steamapps\common\DARK SOULS III\Game")
## Joining a MultiWorld Game
1. Run Steam in offline mode to avoid being banned.
2. Launch Dark Souls III.
3. Type in `/connect {SERVER_IP}:{SERVER_PORT} {SLOT_NAME} password:{PASSWORD}` in the "Windows Command Prompt" that opened. For example: `/connect archipelago.gg:38281 "Example Name" password:"Example Password"`. The password parameter is only necessary if your game requires one.
4. Once connected, create a new game, choose a class and wait for the others before starting.
5. You can quit and launch at anytime during a game.
1. Run Steam in offline mode, both to avoid being banned and to prevent Steam from updating the game files
2. Launch Dark Souls III
3. Type in "/connect {SERVER_IP}:{SERVER_PORT} {SLOT_NAME}" in the "Windows Command Prompt" that opened
4. Once connected, create a new game, choose a class and wait for the others before starting
5. You can quit and launch at anytime during a game
## Where do I get a config file?

View File

@@ -294,7 +294,7 @@ barnacle_region = "Barnacle's Island Region"
blue_region = "Blue's Beach Hut Region"
blizzard_region = "Bizzard's Basecamp Region"
lake_orangatanga_region = "Lake Orangatanga"
lake_orangatanga_region = "Lake_Orangatanga"
kremwood_forest_region = "Kremwood Forest"
cotton_top_cove_region = "Cotton-Top Cove"
mekanos_region = "Mekanos"

View File

@@ -201,12 +201,7 @@ class DKC3World(World):
er_hint_data = {}
for world_index in range(len(world_names)):
for level_index in range(5):
level_id: int = world_index * 5 + level_index
if level_id >= len(self.active_level_list):
break
level_region = self.multiworld.get_region(self.active_level_list[level_id], self.player)
level_region = self.multiworld.get_region(self.active_level_list[world_index * 5 + level_index], self.player)
for location in level_region.locations:
er_hint_data[location.address] = world_names[world_index]

View File

@@ -61,7 +61,7 @@ class DLCqworld(World):
self.precollect_coinsanity()
locations_count = len([location
for location in self.multiworld.get_locations(self.player)
if not location.advancement])
if not location.event])
items_to_exclude = [excluded_items
for excluded_items in self.multiworld.precollected_items[self.player]]

View File

@@ -10,7 +10,7 @@ def get_all_item_names(multiworld: MultiWorld) -> List[str]:
def get_all_location_names(multiworld: MultiWorld) -> List[str]:
return [location.name for location in multiworld.get_locations() if not location.advancement]
return [location.name for location in multiworld.get_locations() if not location.event]
def assert_victory_exists(tester: DLCQuestTestBase, multiworld: MultiWorld):
@@ -38,5 +38,5 @@ def assert_can_win(tester: DLCQuestTestBase, multiworld: MultiWorld):
def assert_same_number_items_locations(tester: DLCQuestTestBase, multiworld: MultiWorld):
non_event_locations = [location for location in multiworld.get_locations() if not location.advancement]
non_event_locations = [location for location in multiworld.get_locations() if not location.event]
tester.assertEqual(len(multiworld.itempool), len(non_event_locations))

View File

@@ -1,5 +1,6 @@
from Options import PerGameCommonOptions, Choice, Toggle, DeathLink, DefaultOnToggle, StartInventoryPool
from dataclasses import dataclass
import typing
from Options import AssembleOptions, Choice, Toggle, DeathLink, DefaultOnToggle, StartInventoryPool
class Goal(Choice):
@@ -139,22 +140,21 @@ class Episode4(Toggle):
display_name = "Episode 4"
@dataclass
class DOOM1993Options(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
goal: Goal
difficulty: Difficulty
random_monsters: RandomMonsters
random_pickups: RandomPickups
random_music: RandomMusic
flip_levels: FlipLevels
allow_death_logic: AllowDeathLogic
pro: Pro
start_with_computer_area_maps: StartWithComputerAreaMaps
death_link: DeathLink
reset_level_on_death: ResetLevelOnDeath
episode1: Episode1
episode2: Episode2
episode3: Episode3
episode4: Episode4
options: typing.Dict[str, AssembleOptions] = {
"start_inventory_from_pool": StartInventoryPool,
"goal": Goal,
"difficulty": Difficulty,
"random_monsters": RandomMonsters,
"random_pickups": RandomPickups,
"random_music": RandomMusic,
"flip_levels": FlipLevels,
"allow_death_logic": AllowDeathLogic,
"pro": Pro,
"start_with_computer_area_maps": StartWithComputerAreaMaps,
"death_link": DeathLink,
"reset_level_on_death": ResetLevelOnDeath,
"episode1": Episode1,
"episode2": Episode2,
"episode3": Episode3,
"episode4": Episode4
}

View File

@@ -7,105 +7,105 @@ if TYPE_CHECKING:
from . import DOOM1993World
def set_episode1_rules(player, multiworld, pro):
def set_episode1_rules(player, world, pro):
# Hangar (E1M1)
set_rule(multiworld.get_entrance("Hub -> Hangar (E1M1) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Hangar (E1M1) Main", player), lambda state:
state.has("Hangar (E1M1)", player, 1))
# Nuclear Plant (E1M2)
set_rule(multiworld.get_entrance("Hub -> Nuclear Plant (E1M2) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Nuclear Plant (E1M2) Main", player), lambda state:
(state.has("Nuclear Plant (E1M2)", player, 1)) and
(state.has("Shotgun", player, 1) or
state.has("Chaingun", player, 1)))
set_rule(multiworld.get_entrance("Nuclear Plant (E1M2) Main -> Nuclear Plant (E1M2) Red", player), lambda state:
set_rule(world.get_entrance("Nuclear Plant (E1M2) Main -> Nuclear Plant (E1M2) Red", player), lambda state:
state.has("Nuclear Plant (E1M2) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Nuclear Plant (E1M2) Red -> Nuclear Plant (E1M2) Main", player), lambda state:
set_rule(world.get_entrance("Nuclear Plant (E1M2) Red -> Nuclear Plant (E1M2) Main", player), lambda state:
state.has("Nuclear Plant (E1M2) - Red keycard", player, 1))
# Toxin Refinery (E1M3)
set_rule(multiworld.get_entrance("Hub -> Toxin Refinery (E1M3) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Toxin Refinery (E1M3) Main", player), lambda state:
(state.has("Toxin Refinery (E1M3)", player, 1)) and
(state.has("Shotgun", player, 1) or
state.has("Chaingun", player, 1)))
set_rule(multiworld.get_entrance("Toxin Refinery (E1M3) Main -> Toxin Refinery (E1M3) Blue", player), lambda state:
set_rule(world.get_entrance("Toxin Refinery (E1M3) Main -> Toxin Refinery (E1M3) Blue", player), lambda state:
state.has("Toxin Refinery (E1M3) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Toxin Refinery (E1M3) Blue -> Toxin Refinery (E1M3) Yellow", player), lambda state:
set_rule(world.get_entrance("Toxin Refinery (E1M3) Blue -> Toxin Refinery (E1M3) Yellow", player), lambda state:
state.has("Toxin Refinery (E1M3) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Toxin Refinery (E1M3) Blue -> Toxin Refinery (E1M3) Main", player), lambda state:
set_rule(world.get_entrance("Toxin Refinery (E1M3) Blue -> Toxin Refinery (E1M3) Main", player), lambda state:
state.has("Toxin Refinery (E1M3) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Toxin Refinery (E1M3) Yellow -> Toxin Refinery (E1M3) Blue", player), lambda state:
set_rule(world.get_entrance("Toxin Refinery (E1M3) Yellow -> Toxin Refinery (E1M3) Blue", player), lambda state:
state.has("Toxin Refinery (E1M3) - Yellow keycard", player, 1))
# Command Control (E1M4)
set_rule(multiworld.get_entrance("Hub -> Command Control (E1M4) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Command Control (E1M4) Main", player), lambda state:
state.has("Command Control (E1M4)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1))
set_rule(multiworld.get_entrance("Command Control (E1M4) Main -> Command Control (E1M4) Blue", player), lambda state:
set_rule(world.get_entrance("Command Control (E1M4) Main -> Command Control (E1M4) Blue", player), lambda state:
state.has("Command Control (E1M4) - Blue keycard", player, 1) or
state.has("Command Control (E1M4) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Command Control (E1M4) Main -> Command Control (E1M4) Yellow", player), lambda state:
set_rule(world.get_entrance("Command Control (E1M4) Main -> Command Control (E1M4) Yellow", player), lambda state:
state.has("Command Control (E1M4) - Blue keycard", player, 1) or
state.has("Command Control (E1M4) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Command Control (E1M4) Blue -> Command Control (E1M4) Main", player), lambda state:
set_rule(world.get_entrance("Command Control (E1M4) Blue -> Command Control (E1M4) Main", player), lambda state:
state.has("Command Control (E1M4) - Yellow keycard", player, 1) or
state.has("Command Control (E1M4) - Blue keycard", player, 1))
# Phobos Lab (E1M5)
set_rule(multiworld.get_entrance("Hub -> Phobos Lab (E1M5) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Phobos Lab (E1M5) Main", player), lambda state:
state.has("Phobos Lab (E1M5)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1))
set_rule(multiworld.get_entrance("Phobos Lab (E1M5) Main -> Phobos Lab (E1M5) Yellow", player), lambda state:
set_rule(world.get_entrance("Phobos Lab (E1M5) Main -> Phobos Lab (E1M5) Yellow", player), lambda state:
state.has("Phobos Lab (E1M5) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Phobos Lab (E1M5) Yellow -> Phobos Lab (E1M5) Blue", player), lambda state:
set_rule(world.get_entrance("Phobos Lab (E1M5) Yellow -> Phobos Lab (E1M5) Blue", player), lambda state:
state.has("Phobos Lab (E1M5) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Phobos Lab (E1M5) Blue -> Phobos Lab (E1M5) Green", player), lambda state:
set_rule(world.get_entrance("Phobos Lab (E1M5) Blue -> Phobos Lab (E1M5) Green", player), lambda state:
state.has("Phobos Lab (E1M5) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Phobos Lab (E1M5) Green -> Phobos Lab (E1M5) Blue", player), lambda state:
set_rule(world.get_entrance("Phobos Lab (E1M5) Green -> Phobos Lab (E1M5) Blue", player), lambda state:
state.has("Phobos Lab (E1M5) - Blue keycard", player, 1))
# Central Processing (E1M6)
set_rule(multiworld.get_entrance("Hub -> Central Processing (E1M6) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Central Processing (E1M6) Main", player), lambda state:
state.has("Central Processing (E1M6)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Rocket launcher", player, 1))
set_rule(multiworld.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Yellow", player), lambda state:
set_rule(world.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Yellow", player), lambda state:
state.has("Central Processing (E1M6) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Red", player), lambda state:
set_rule(world.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Red", player), lambda state:
state.has("Central Processing (E1M6) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Blue", player), lambda state:
set_rule(world.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Blue", player), lambda state:
state.has("Central Processing (E1M6) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Nukage", player), lambda state:
set_rule(world.get_entrance("Central Processing (E1M6) Main -> Central Processing (E1M6) Nukage", player), lambda state:
state.has("Central Processing (E1M6) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Central Processing (E1M6) Yellow -> Central Processing (E1M6) Main", player), lambda state:
set_rule(world.get_entrance("Central Processing (E1M6) Yellow -> Central Processing (E1M6) Main", player), lambda state:
state.has("Central Processing (E1M6) - Yellow keycard", player, 1))
# Computer Station (E1M7)
set_rule(multiworld.get_entrance("Hub -> Computer Station (E1M7) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Computer Station (E1M7) Main", player), lambda state:
state.has("Computer Station (E1M7)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Rocket launcher", player, 1))
set_rule(multiworld.get_entrance("Computer Station (E1M7) Main -> Computer Station (E1M7) Red", player), lambda state:
set_rule(world.get_entrance("Computer Station (E1M7) Main -> Computer Station (E1M7) Red", player), lambda state:
state.has("Computer Station (E1M7) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Computer Station (E1M7) Main -> Computer Station (E1M7) Yellow", player), lambda state:
set_rule(world.get_entrance("Computer Station (E1M7) Main -> Computer Station (E1M7) Yellow", player), lambda state:
state.has("Computer Station (E1M7) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Computer Station (E1M7) Blue -> Computer Station (E1M7) Yellow", player), lambda state:
set_rule(world.get_entrance("Computer Station (E1M7) Blue -> Computer Station (E1M7) Yellow", player), lambda state:
state.has("Computer Station (E1M7) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Computer Station (E1M7) Red -> Computer Station (E1M7) Main", player), lambda state:
set_rule(world.get_entrance("Computer Station (E1M7) Red -> Computer Station (E1M7) Main", player), lambda state:
state.has("Computer Station (E1M7) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Computer Station (E1M7) Yellow -> Computer Station (E1M7) Blue", player), lambda state:
set_rule(world.get_entrance("Computer Station (E1M7) Yellow -> Computer Station (E1M7) Blue", player), lambda state:
state.has("Computer Station (E1M7) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Computer Station (E1M7) Yellow -> Computer Station (E1M7) Courtyard", player), lambda state:
set_rule(world.get_entrance("Computer Station (E1M7) Yellow -> Computer Station (E1M7) Courtyard", player), lambda state:
state.has("Computer Station (E1M7) - Yellow keycard", player, 1) and
state.has("Computer Station (E1M7) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Computer Station (E1M7) Courtyard -> Computer Station (E1M7) Yellow", player), lambda state:
set_rule(world.get_entrance("Computer Station (E1M7) Courtyard -> Computer Station (E1M7) Yellow", player), lambda state:
state.has("Computer Station (E1M7) - Yellow keycard", player, 1))
# Phobos Anomaly (E1M8)
set_rule(multiworld.get_entrance("Hub -> Phobos Anomaly (E1M8) Start", player), lambda state:
set_rule(world.get_entrance("Hub -> Phobos Anomaly (E1M8) Start", player), lambda state:
(state.has("Phobos Anomaly (E1M8)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
@@ -114,260 +114,255 @@ def set_episode1_rules(player, multiworld, pro):
state.has("BFG9000", player, 1)))
# Military Base (E1M9)
set_rule(multiworld.get_entrance("Hub -> Military Base (E1M9) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Military Base (E1M9) Main", player), lambda state:
state.has("Military Base (E1M9)", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Shotgun", player, 1))
set_rule(multiworld.get_entrance("Military Base (E1M9) Main -> Military Base (E1M9) Blue", player), lambda state:
set_rule(world.get_entrance("Military Base (E1M9) Main -> Military Base (E1M9) Blue", player), lambda state:
state.has("Military Base (E1M9) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Military Base (E1M9) Main -> Military Base (E1M9) Yellow", player), lambda state:
set_rule(world.get_entrance("Military Base (E1M9) Main -> Military Base (E1M9) Yellow", player), lambda state:
state.has("Military Base (E1M9) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Military Base (E1M9) Main -> Military Base (E1M9) Red", player), lambda state:
set_rule(world.get_entrance("Military Base (E1M9) Main -> Military Base (E1M9) Red", player), lambda state:
state.has("Military Base (E1M9) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Military Base (E1M9) Blue -> Military Base (E1M9) Main", player), lambda state:
set_rule(world.get_entrance("Military Base (E1M9) Blue -> Military Base (E1M9) Main", player), lambda state:
state.has("Military Base (E1M9) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Military Base (E1M9) Yellow -> Military Base (E1M9) Main", player), lambda state:
set_rule(world.get_entrance("Military Base (E1M9) Yellow -> Military Base (E1M9) Main", player), lambda state:
state.has("Military Base (E1M9) - Yellow keycard", player, 1))
def set_episode2_rules(player, multiworld, pro):
def set_episode2_rules(player, world, pro):
# Deimos Anomaly (E2M1)
set_rule(multiworld.get_entrance("Hub -> Deimos Anomaly (E2M1) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Deimos Anomaly (E2M1) Main", player), lambda state:
state.has("Deimos Anomaly (E2M1)", player, 1))
set_rule(multiworld.get_entrance("Deimos Anomaly (E2M1) Main -> Deimos Anomaly (E2M1) Red", player), lambda state:
set_rule(world.get_entrance("Deimos Anomaly (E2M1) Main -> Deimos Anomaly (E2M1) Red", player), lambda state:
state.has("Deimos Anomaly (E2M1) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Deimos Anomaly (E2M1) Main -> Deimos Anomaly (E2M1) Blue", player), lambda state:
set_rule(world.get_entrance("Deimos Anomaly (E2M1) Main -> Deimos Anomaly (E2M1) Blue", player), lambda state:
state.has("Deimos Anomaly (E2M1) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Deimos Anomaly (E2M1) Blue -> Deimos Anomaly (E2M1) Main", player), lambda state:
set_rule(world.get_entrance("Deimos Anomaly (E2M1) Blue -> Deimos Anomaly (E2M1) Main", player), lambda state:
state.has("Deimos Anomaly (E2M1) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Deimos Anomaly (E2M1) Red -> Deimos Anomaly (E2M1) Main", player), lambda state:
set_rule(world.get_entrance("Deimos Anomaly (E2M1) Red -> Deimos Anomaly (E2M1) Main", player), lambda state:
state.has("Deimos Anomaly (E2M1) - Red keycard", player, 1))
# Containment Area (E2M2)
set_rule(multiworld.get_entrance("Hub -> Containment Area (E2M2) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Containment Area (E2M2) Main", player), lambda state:
(state.has("Containment Area (E2M2)", player, 1) and
state.has("Shotgun", player, 1)) and
(state.has("Chaingun", player, 1) or
state.has("Plasma gun", player, 1)))
set_rule(multiworld.get_entrance("Containment Area (E2M2) Main -> Containment Area (E2M2) Yellow", player), lambda state:
set_rule(world.get_entrance("Containment Area (E2M2) Main -> Containment Area (E2M2) Yellow", player), lambda state:
state.has("Containment Area (E2M2) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Containment Area (E2M2) Main -> Containment Area (E2M2) Blue", player), lambda state:
set_rule(world.get_entrance("Containment Area (E2M2) Main -> Containment Area (E2M2) Blue", player), lambda state:
state.has("Containment Area (E2M2) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Containment Area (E2M2) Main -> Containment Area (E2M2) Red", player), lambda state:
set_rule(world.get_entrance("Containment Area (E2M2) Main -> Containment Area (E2M2) Red", player), lambda state:
state.has("Containment Area (E2M2) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Containment Area (E2M2) Blue -> Containment Area (E2M2) Main", player), lambda state:
set_rule(world.get_entrance("Containment Area (E2M2) Blue -> Containment Area (E2M2) Main", player), lambda state:
state.has("Containment Area (E2M2) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Containment Area (E2M2) Red -> Containment Area (E2M2) Main", player), lambda state:
set_rule(world.get_entrance("Containment Area (E2M2) Red -> Containment Area (E2M2) Main", player), lambda state:
state.has("Containment Area (E2M2) - Red keycard", player, 1))
# Refinery (E2M3)
set_rule(multiworld.get_entrance("Hub -> Refinery (E2M3) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Refinery (E2M3) Main", player), lambda state:
(state.has("Refinery (E2M3)", player, 1) and
state.has("Shotgun", player, 1)) and
(state.has("Chaingun", player, 1) or
state.has("Plasma gun", player, 1)))
set_rule(multiworld.get_entrance("Refinery (E2M3) Main -> Refinery (E2M3) Blue", player), lambda state:
set_rule(world.get_entrance("Refinery (E2M3) Main -> Refinery (E2M3) Blue", player), lambda state:
state.has("Refinery (E2M3) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Refinery (E2M3) Blue -> Refinery (E2M3) Main", player), lambda state:
set_rule(world.get_entrance("Refinery (E2M3) Blue -> Refinery (E2M3) Main", player), lambda state:
state.has("Refinery (E2M3) - Blue keycard", player, 1))
# Deimos Lab (E2M4)
set_rule(multiworld.get_entrance("Hub -> Deimos Lab (E2M4) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Deimos Lab (E2M4) Main", player), lambda state:
state.has("Deimos Lab (E2M4)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Plasma gun", player, 1))
set_rule(multiworld.get_entrance("Deimos Lab (E2M4) Main -> Deimos Lab (E2M4) Blue", player), lambda state:
set_rule(world.get_entrance("Deimos Lab (E2M4) Main -> Deimos Lab (E2M4) Blue", player), lambda state:
state.has("Deimos Lab (E2M4) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Deimos Lab (E2M4) Blue -> Deimos Lab (E2M4) Yellow", player), lambda state:
set_rule(world.get_entrance("Deimos Lab (E2M4) Blue -> Deimos Lab (E2M4) Yellow", player), lambda state:
state.has("Deimos Lab (E2M4) - Yellow keycard", player, 1))
# Command Center (E2M5)
set_rule(multiworld.get_entrance("Hub -> Command Center (E2M5) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Command Center (E2M5) Main", player), lambda state:
state.has("Command Center (E2M5)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Plasma gun", player, 1))
# Halls of the Damned (E2M6)
set_rule(multiworld.get_entrance("Hub -> Halls of the Damned (E2M6) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Halls of the Damned (E2M6) Main", player), lambda state:
state.has("Halls of the Damned (E2M6)", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Plasma gun", player, 1))
set_rule(multiworld.get_entrance("Halls of the Damned (E2M6) Main -> Halls of the Damned (E2M6) Blue Yellow Red", player), lambda state:
set_rule(world.get_entrance("Halls of the Damned (E2M6) Main -> Halls of the Damned (E2M6) Blue Yellow Red", player), lambda state:
state.has("Halls of the Damned (E2M6) - Blue skull key", player, 1) and
state.has("Halls of the Damned (E2M6) - Yellow skull key", player, 1) and
state.has("Halls of the Damned (E2M6) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Halls of the Damned (E2M6) Main -> Halls of the Damned (E2M6) Yellow", player), lambda state:
set_rule(world.get_entrance("Halls of the Damned (E2M6) Main -> Halls of the Damned (E2M6) Yellow", player), lambda state:
state.has("Halls of the Damned (E2M6) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Halls of the Damned (E2M6) Main -> Halls of the Damned (E2M6) One way Yellow", player), lambda state:
set_rule(world.get_entrance("Halls of the Damned (E2M6) Main -> Halls of the Damned (E2M6) One way Yellow", player), lambda state:
state.has("Halls of the Damned (E2M6) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Halls of the Damned (E2M6) Blue Yellow Red -> Halls of the Damned (E2M6) Main", player), lambda state:
set_rule(world.get_entrance("Halls of the Damned (E2M6) Blue Yellow Red -> Halls of the Damned (E2M6) Main", player), lambda state:
state.has("Halls of the Damned (E2M6) - Blue skull key", player, 1) and
state.has("Halls of the Damned (E2M6) - Yellow skull key", player, 1) and
state.has("Halls of the Damned (E2M6) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Halls of the Damned (E2M6) One way Yellow -> Halls of the Damned (E2M6) Main", player), lambda state:
set_rule(world.get_entrance("Halls of the Damned (E2M6) One way Yellow -> Halls of the Damned (E2M6) Main", player), lambda state:
state.has("Halls of the Damned (E2M6) - Yellow skull key", player, 1))
# Spawning Vats (E2M7)
set_rule(multiworld.get_entrance("Hub -> Spawning Vats (E2M7) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Spawning Vats (E2M7) Main", player), lambda state:
state.has("Spawning Vats (E2M7)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Plasma gun", player, 1) and
state.has("Rocket launcher", player, 1))
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Blue", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Blue", player), lambda state:
state.has("Spawning Vats (E2M7) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Entrance Secret", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Entrance Secret", player), lambda state:
state.has("Spawning Vats (E2M7) - Blue keycard", player, 1) and
state.has("Spawning Vats (E2M7) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Red", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Red", player), lambda state:
state.has("Spawning Vats (E2M7) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Yellow", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Yellow", player), lambda state:
state.has("Spawning Vats (E2M7) - Yellow keycard", player, 1))
if pro:
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Red Exit", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Main -> Spawning Vats (E2M7) Red Exit", player), lambda state:
state.has("Rocket launcher", player, 1))
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Yellow -> Spawning Vats (E2M7) Main", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Yellow -> Spawning Vats (E2M7) Main", player), lambda state:
state.has("Spawning Vats (E2M7) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Red -> Spawning Vats (E2M7) Main", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Red -> Spawning Vats (E2M7) Main", player), lambda state:
state.has("Spawning Vats (E2M7) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Spawning Vats (E2M7) Entrance Secret -> Spawning Vats (E2M7) Main", player), lambda state:
set_rule(world.get_entrance("Spawning Vats (E2M7) Entrance Secret -> Spawning Vats (E2M7) Main", player), lambda state:
state.has("Spawning Vats (E2M7) - Blue keycard", player, 1) and
state.has("Spawning Vats (E2M7) - Red keycard", player, 1))
# Tower of Babel (E2M8)
set_rule(multiworld.get_entrance("Hub -> Tower of Babel (E2M8) Main", player), lambda state:
(state.has("Tower of Babel (E2M8)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(world.get_entrance("Hub -> Tower of Babel (E2M8) Main", player), lambda state:
state.has("Tower of Babel (E2M8)", player, 1))
# Fortress of Mystery (E2M9)
set_rule(multiworld.get_entrance("Hub -> Fortress of Mystery (E2M9) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Fortress of Mystery (E2M9) Main", player), lambda state:
(state.has("Fortress of Mystery (E2M9)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Fortress of Mystery (E2M9) Main -> Fortress of Mystery (E2M9) Blue", player), lambda state:
set_rule(world.get_entrance("Fortress of Mystery (E2M9) Main -> Fortress of Mystery (E2M9) Blue", player), lambda state:
state.has("Fortress of Mystery (E2M9) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Fortress of Mystery (E2M9) Main -> Fortress of Mystery (E2M9) Red", player), lambda state:
set_rule(world.get_entrance("Fortress of Mystery (E2M9) Main -> Fortress of Mystery (E2M9) Red", player), lambda state:
state.has("Fortress of Mystery (E2M9) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Fortress of Mystery (E2M9) Main -> Fortress of Mystery (E2M9) Yellow", player), lambda state:
set_rule(world.get_entrance("Fortress of Mystery (E2M9) Main -> Fortress of Mystery (E2M9) Yellow", player), lambda state:
state.has("Fortress of Mystery (E2M9) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Fortress of Mystery (E2M9) Blue -> Fortress of Mystery (E2M9) Main", player), lambda state:
set_rule(world.get_entrance("Fortress of Mystery (E2M9) Blue -> Fortress of Mystery (E2M9) Main", player), lambda state:
state.has("Fortress of Mystery (E2M9) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Fortress of Mystery (E2M9) Red -> Fortress of Mystery (E2M9) Main", player), lambda state:
set_rule(world.get_entrance("Fortress of Mystery (E2M9) Red -> Fortress of Mystery (E2M9) Main", player), lambda state:
state.has("Fortress of Mystery (E2M9) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Fortress of Mystery (E2M9) Yellow -> Fortress of Mystery (E2M9) Main", player), lambda state:
set_rule(world.get_entrance("Fortress of Mystery (E2M9) Yellow -> Fortress of Mystery (E2M9) Main", player), lambda state:
state.has("Fortress of Mystery (E2M9) - Yellow skull key", player, 1))
def set_episode3_rules(player, multiworld, pro):
def set_episode3_rules(player, world, pro):
# Hell Keep (E3M1)
set_rule(multiworld.get_entrance("Hub -> Hell Keep (E3M1) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Hell Keep (E3M1) Main", player), lambda state:
state.has("Hell Keep (E3M1)", player, 1))
set_rule(multiworld.get_entrance("Hell Keep (E3M1) Main -> Hell Keep (E3M1) Narrow", player), lambda state:
set_rule(world.get_entrance("Hell Keep (E3M1) Main -> Hell Keep (E3M1) Narrow", player), lambda state:
state.has("Chaingun", player, 1) or
state.has("Shotgun", player, 1))
# Slough of Despair (E3M2)
set_rule(multiworld.get_entrance("Hub -> Slough of Despair (E3M2) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Slough of Despair (E3M2) Main", player), lambda state:
(state.has("Slough of Despair (E3M2)", player, 1)) and
(state.has("Shotgun", player, 1) or
state.has("Chaingun", player, 1)))
set_rule(multiworld.get_entrance("Slough of Despair (E3M2) Main -> Slough of Despair (E3M2) Blue", player), lambda state:
set_rule(world.get_entrance("Slough of Despair (E3M2) Main -> Slough of Despair (E3M2) Blue", player), lambda state:
state.has("Slough of Despair (E3M2) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Slough of Despair (E3M2) Blue -> Slough of Despair (E3M2) Main", player), lambda state:
set_rule(world.get_entrance("Slough of Despair (E3M2) Blue -> Slough of Despair (E3M2) Main", player), lambda state:
state.has("Slough of Despair (E3M2) - Blue skull key", player, 1))
# Pandemonium (E3M3)
set_rule(multiworld.get_entrance("Hub -> Pandemonium (E3M3) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Pandemonium (E3M3) Main", player), lambda state:
(state.has("Pandemonium (E3M3)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Pandemonium (E3M3) Main -> Pandemonium (E3M3) Blue", player), lambda state:
set_rule(world.get_entrance("Pandemonium (E3M3) Main -> Pandemonium (E3M3) Blue", player), lambda state:
state.has("Pandemonium (E3M3) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Pandemonium (E3M3) Blue -> Pandemonium (E3M3) Main", player), lambda state:
set_rule(world.get_entrance("Pandemonium (E3M3) Blue -> Pandemonium (E3M3) Main", player), lambda state:
state.has("Pandemonium (E3M3) - Blue skull key", player, 1))
# House of Pain (E3M4)
set_rule(multiworld.get_entrance("Hub -> House of Pain (E3M4) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> House of Pain (E3M4) Main", player), lambda state:
(state.has("House of Pain (E3M4)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("House of Pain (E3M4) Main -> House of Pain (E3M4) Blue", player), lambda state:
set_rule(world.get_entrance("House of Pain (E3M4) Main -> House of Pain (E3M4) Blue", player), lambda state:
state.has("House of Pain (E3M4) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("House of Pain (E3M4) Blue -> House of Pain (E3M4) Main", player), lambda state:
set_rule(world.get_entrance("House of Pain (E3M4) Blue -> House of Pain (E3M4) Main", player), lambda state:
state.has("House of Pain (E3M4) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("House of Pain (E3M4) Blue -> House of Pain (E3M4) Yellow", player), lambda state:
set_rule(world.get_entrance("House of Pain (E3M4) Blue -> House of Pain (E3M4) Yellow", player), lambda state:
state.has("House of Pain (E3M4) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("House of Pain (E3M4) Blue -> House of Pain (E3M4) Red", player), lambda state:
set_rule(world.get_entrance("House of Pain (E3M4) Blue -> House of Pain (E3M4) Red", player), lambda state:
state.has("House of Pain (E3M4) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("House of Pain (E3M4) Red -> House of Pain (E3M4) Blue", player), lambda state:
set_rule(world.get_entrance("House of Pain (E3M4) Red -> House of Pain (E3M4) Blue", player), lambda state:
state.has("House of Pain (E3M4) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("House of Pain (E3M4) Yellow -> House of Pain (E3M4) Blue", player), lambda state:
set_rule(world.get_entrance("House of Pain (E3M4) Yellow -> House of Pain (E3M4) Blue", player), lambda state:
state.has("House of Pain (E3M4) - Yellow skull key", player, 1))
# Unholy Cathedral (E3M5)
set_rule(multiworld.get_entrance("Hub -> Unholy Cathedral (E3M5) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Unholy Cathedral (E3M5) Main", player), lambda state:
(state.has("Unholy Cathedral (E3M5)", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Shotgun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Unholy Cathedral (E3M5) Main -> Unholy Cathedral (E3M5) Yellow", player), lambda state:
set_rule(world.get_entrance("Unholy Cathedral (E3M5) Main -> Unholy Cathedral (E3M5) Yellow", player), lambda state:
state.has("Unholy Cathedral (E3M5) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Unholy Cathedral (E3M5) Main -> Unholy Cathedral (E3M5) Blue", player), lambda state:
set_rule(world.get_entrance("Unholy Cathedral (E3M5) Main -> Unholy Cathedral (E3M5) Blue", player), lambda state:
state.has("Unholy Cathedral (E3M5) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Unholy Cathedral (E3M5) Blue -> Unholy Cathedral (E3M5) Main", player), lambda state:
set_rule(world.get_entrance("Unholy Cathedral (E3M5) Blue -> Unholy Cathedral (E3M5) Main", player), lambda state:
state.has("Unholy Cathedral (E3M5) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Unholy Cathedral (E3M5) Yellow -> Unholy Cathedral (E3M5) Main", player), lambda state:
set_rule(world.get_entrance("Unholy Cathedral (E3M5) Yellow -> Unholy Cathedral (E3M5) Main", player), lambda state:
state.has("Unholy Cathedral (E3M5) - Yellow skull key", player, 1))
# Mt. Erebus (E3M6)
set_rule(multiworld.get_entrance("Hub -> Mt. Erebus (E3M6) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Mt. Erebus (E3M6) Main", player), lambda state:
state.has("Mt. Erebus (E3M6)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1))
set_rule(multiworld.get_entrance("Mt. Erebus (E3M6) Main -> Mt. Erebus (E3M6) Blue", player), lambda state:
set_rule(world.get_entrance("Mt. Erebus (E3M6) Main -> Mt. Erebus (E3M6) Blue", player), lambda state:
state.has("Mt. Erebus (E3M6) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Mt. Erebus (E3M6) Blue -> Mt. Erebus (E3M6) Main", player), lambda state:
set_rule(world.get_entrance("Mt. Erebus (E3M6) Blue -> Mt. Erebus (E3M6) Main", player), lambda state:
state.has("Mt. Erebus (E3M6) - Blue skull key", player, 1))
# Limbo (E3M7)
set_rule(multiworld.get_entrance("Hub -> Limbo (E3M7) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Limbo (E3M7) Main", player), lambda state:
(state.has("Limbo (E3M7)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Limbo (E3M7) Main -> Limbo (E3M7) Red", player), lambda state:
set_rule(world.get_entrance("Limbo (E3M7) Main -> Limbo (E3M7) Red", player), lambda state:
state.has("Limbo (E3M7) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Limbo (E3M7) Main -> Limbo (E3M7) Blue", player), lambda state:
set_rule(world.get_entrance("Limbo (E3M7) Main -> Limbo (E3M7) Blue", player), lambda state:
state.has("Limbo (E3M7) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Limbo (E3M7) Main -> Limbo (E3M7) Pink", player), lambda state:
set_rule(world.get_entrance("Limbo (E3M7) Main -> Limbo (E3M7) Pink", player), lambda state:
state.has("Limbo (E3M7) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Limbo (E3M7) Red -> Limbo (E3M7) Yellow", player), lambda state:
set_rule(world.get_entrance("Limbo (E3M7) Red -> Limbo (E3M7) Yellow", player), lambda state:
state.has("Limbo (E3M7) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Limbo (E3M7) Pink -> Limbo (E3M7) Green", player), lambda state:
set_rule(world.get_entrance("Limbo (E3M7) Pink -> Limbo (E3M7) Green", player), lambda state:
state.has("Limbo (E3M7) - Red skull key", player, 1))
# Dis (E3M8)
set_rule(multiworld.get_entrance("Hub -> Dis (E3M8) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Dis (E3M8) Main", player), lambda state:
(state.has("Dis (E3M8)", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Shotgun", player, 1)) and
@@ -376,129 +371,129 @@ def set_episode3_rules(player, multiworld, pro):
state.has("Rocket launcher", player, 1)))
# Warrens (E3M9)
set_rule(multiworld.get_entrance("Hub -> Warrens (E3M9) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Warrens (E3M9) Main", player), lambda state:
(state.has("Warrens (E3M9)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Plasma gun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Warrens (E3M9) Main -> Warrens (E3M9) Blue", player), lambda state:
set_rule(world.get_entrance("Warrens (E3M9) Main -> Warrens (E3M9) Blue", player), lambda state:
state.has("Warrens (E3M9) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Warrens (E3M9) Main -> Warrens (E3M9) Blue trigger", player), lambda state:
set_rule(world.get_entrance("Warrens (E3M9) Main -> Warrens (E3M9) Blue trigger", player), lambda state:
state.has("Warrens (E3M9) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Warrens (E3M9) Blue -> Warrens (E3M9) Main", player), lambda state:
set_rule(world.get_entrance("Warrens (E3M9) Blue -> Warrens (E3M9) Main", player), lambda state:
state.has("Warrens (E3M9) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Warrens (E3M9) Blue -> Warrens (E3M9) Red", player), lambda state:
set_rule(world.get_entrance("Warrens (E3M9) Blue -> Warrens (E3M9) Red", player), lambda state:
state.has("Warrens (E3M9) - Red skull key", player, 1))
def set_episode4_rules(player, multiworld, pro):
def set_episode4_rules(player, world, pro):
# Hell Beneath (E4M1)
set_rule(multiworld.get_entrance("Hub -> Hell Beneath (E4M1) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Hell Beneath (E4M1) Main", player), lambda state:
state.has("Hell Beneath (E4M1)", player, 1))
set_rule(multiworld.get_entrance("Hell Beneath (E4M1) Main -> Hell Beneath (E4M1) Red", player), lambda state:
set_rule(world.get_entrance("Hell Beneath (E4M1) Main -> Hell Beneath (E4M1) Red", player), lambda state:
(state.has("Hell Beneath (E4M1) - Red skull key", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and (state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Hell Beneath (E4M1) Main -> Hell Beneath (E4M1) Blue", player), lambda state:
set_rule(world.get_entrance("Hell Beneath (E4M1) Main -> Hell Beneath (E4M1) Blue", player), lambda state:
state.has("Shotgun", player, 1) or
state.has("Chaingun", player, 1) or
state.has("Hell Beneath (E4M1) - Blue skull key", player, 1))
# Perfect Hatred (E4M2)
set_rule(multiworld.get_entrance("Hub -> Perfect Hatred (E4M2) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Perfect Hatred (E4M2) Main", player), lambda state:
(state.has("Perfect Hatred (E4M2)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Perfect Hatred (E4M2) Main -> Perfect Hatred (E4M2) Blue", player), lambda state:
set_rule(world.get_entrance("Perfect Hatred (E4M2) Main -> Perfect Hatred (E4M2) Blue", player), lambda state:
state.has("Perfect Hatred (E4M2) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Perfect Hatred (E4M2) Main -> Perfect Hatred (E4M2) Yellow", player), lambda state:
set_rule(world.get_entrance("Perfect Hatred (E4M2) Main -> Perfect Hatred (E4M2) Yellow", player), lambda state:
state.has("Perfect Hatred (E4M2) - Yellow skull key", player, 1))
# Sever the Wicked (E4M3)
set_rule(multiworld.get_entrance("Hub -> Sever the Wicked (E4M3) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Sever the Wicked (E4M3) Main", player), lambda state:
(state.has("Sever the Wicked (E4M3)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Sever the Wicked (E4M3) Main -> Sever the Wicked (E4M3) Red", player), lambda state:
set_rule(world.get_entrance("Sever the Wicked (E4M3) Main -> Sever the Wicked (E4M3) Red", player), lambda state:
state.has("Sever the Wicked (E4M3) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Sever the Wicked (E4M3) Red -> Sever the Wicked (E4M3) Blue", player), lambda state:
set_rule(world.get_entrance("Sever the Wicked (E4M3) Red -> Sever the Wicked (E4M3) Blue", player), lambda state:
state.has("Sever the Wicked (E4M3) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Sever the Wicked (E4M3) Red -> Sever the Wicked (E4M3) Main", player), lambda state:
set_rule(world.get_entrance("Sever the Wicked (E4M3) Red -> Sever the Wicked (E4M3) Main", player), lambda state:
state.has("Sever the Wicked (E4M3) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Sever the Wicked (E4M3) Blue -> Sever the Wicked (E4M3) Red", player), lambda state:
set_rule(world.get_entrance("Sever the Wicked (E4M3) Blue -> Sever the Wicked (E4M3) Red", player), lambda state:
state.has("Sever the Wicked (E4M3) - Blue skull key", player, 1))
# Unruly Evil (E4M4)
set_rule(multiworld.get_entrance("Hub -> Unruly Evil (E4M4) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Unruly Evil (E4M4) Main", player), lambda state:
(state.has("Unruly Evil (E4M4)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Unruly Evil (E4M4) Main -> Unruly Evil (E4M4) Red", player), lambda state:
set_rule(world.get_entrance("Unruly Evil (E4M4) Main -> Unruly Evil (E4M4) Red", player), lambda state:
state.has("Unruly Evil (E4M4) - Red skull key", player, 1))
# They Will Repent (E4M5)
set_rule(multiworld.get_entrance("Hub -> They Will Repent (E4M5) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> They Will Repent (E4M5) Main", player), lambda state:
(state.has("They Will Repent (E4M5)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("They Will Repent (E4M5) Main -> They Will Repent (E4M5) Red", player), lambda state:
set_rule(world.get_entrance("They Will Repent (E4M5) Main -> They Will Repent (E4M5) Red", player), lambda state:
state.has("They Will Repent (E4M5) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("They Will Repent (E4M5) Red -> They Will Repent (E4M5) Main", player), lambda state:
set_rule(world.get_entrance("They Will Repent (E4M5) Red -> They Will Repent (E4M5) Main", player), lambda state:
state.has("They Will Repent (E4M5) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("They Will Repent (E4M5) Red -> They Will Repent (E4M5) Yellow", player), lambda state:
set_rule(world.get_entrance("They Will Repent (E4M5) Red -> They Will Repent (E4M5) Yellow", player), lambda state:
state.has("They Will Repent (E4M5) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("They Will Repent (E4M5) Red -> They Will Repent (E4M5) Blue", player), lambda state:
set_rule(world.get_entrance("They Will Repent (E4M5) Red -> They Will Repent (E4M5) Blue", player), lambda state:
state.has("They Will Repent (E4M5) - Blue skull key", player, 1))
# Against Thee Wickedly (E4M6)
set_rule(multiworld.get_entrance("Hub -> Against Thee Wickedly (E4M6) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Against Thee Wickedly (E4M6) Main", player), lambda state:
(state.has("Against Thee Wickedly (E4M6)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Against Thee Wickedly (E4M6) Main -> Against Thee Wickedly (E4M6) Blue", player), lambda state:
set_rule(world.get_entrance("Against Thee Wickedly (E4M6) Main -> Against Thee Wickedly (E4M6) Blue", player), lambda state:
state.has("Against Thee Wickedly (E4M6) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Against Thee Wickedly (E4M6) Blue -> Against Thee Wickedly (E4M6) Yellow", player), lambda state:
set_rule(world.get_entrance("Against Thee Wickedly (E4M6) Blue -> Against Thee Wickedly (E4M6) Yellow", player), lambda state:
state.has("Against Thee Wickedly (E4M6) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Against Thee Wickedly (E4M6) Blue -> Against Thee Wickedly (E4M6) Red", player), lambda state:
set_rule(world.get_entrance("Against Thee Wickedly (E4M6) Blue -> Against Thee Wickedly (E4M6) Red", player), lambda state:
state.has("Against Thee Wickedly (E4M6) - Red skull key", player, 1))
# And Hell Followed (E4M7)
set_rule(multiworld.get_entrance("Hub -> And Hell Followed (E4M7) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> And Hell Followed (E4M7) Main", player), lambda state:
(state.has("And Hell Followed (E4M7)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1)) and
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("And Hell Followed (E4M7) Main -> And Hell Followed (E4M7) Blue", player), lambda state:
set_rule(world.get_entrance("And Hell Followed (E4M7) Main -> And Hell Followed (E4M7) Blue", player), lambda state:
state.has("And Hell Followed (E4M7) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("And Hell Followed (E4M7) Main -> And Hell Followed (E4M7) Red", player), lambda state:
set_rule(world.get_entrance("And Hell Followed (E4M7) Main -> And Hell Followed (E4M7) Red", player), lambda state:
state.has("And Hell Followed (E4M7) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("And Hell Followed (E4M7) Main -> And Hell Followed (E4M7) Yellow", player), lambda state:
set_rule(world.get_entrance("And Hell Followed (E4M7) Main -> And Hell Followed (E4M7) Yellow", player), lambda state:
state.has("And Hell Followed (E4M7) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("And Hell Followed (E4M7) Red -> And Hell Followed (E4M7) Main", player), lambda state:
set_rule(world.get_entrance("And Hell Followed (E4M7) Red -> And Hell Followed (E4M7) Main", player), lambda state:
state.has("And Hell Followed (E4M7) - Red skull key", player, 1))
# Unto the Cruel (E4M8)
set_rule(multiworld.get_entrance("Hub -> Unto the Cruel (E4M8) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Unto the Cruel (E4M8) Main", player), lambda state:
(state.has("Unto the Cruel (E4M8)", player, 1) and
state.has("Chainsaw", player, 1) and
state.has("Shotgun", player, 1) and
@@ -506,37 +501,37 @@ def set_episode4_rules(player, multiworld, pro):
state.has("Rocket launcher", player, 1)) and
(state.has("BFG9000", player, 1) or
state.has("Plasma gun", player, 1)))
set_rule(multiworld.get_entrance("Unto the Cruel (E4M8) Main -> Unto the Cruel (E4M8) Red", player), lambda state:
set_rule(world.get_entrance("Unto the Cruel (E4M8) Main -> Unto the Cruel (E4M8) Red", player), lambda state:
state.has("Unto the Cruel (E4M8) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Unto the Cruel (E4M8) Main -> Unto the Cruel (E4M8) Yellow", player), lambda state:
set_rule(world.get_entrance("Unto the Cruel (E4M8) Main -> Unto the Cruel (E4M8) Yellow", player), lambda state:
state.has("Unto the Cruel (E4M8) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Unto the Cruel (E4M8) Main -> Unto the Cruel (E4M8) Orange", player), lambda state:
set_rule(world.get_entrance("Unto the Cruel (E4M8) Main -> Unto the Cruel (E4M8) Orange", player), lambda state:
state.has("Unto the Cruel (E4M8) - Yellow skull key", player, 1) and
state.has("Unto the Cruel (E4M8) - Red skull key", player, 1))
# Fear (E4M9)
set_rule(multiworld.get_entrance("Hub -> Fear (E4M9) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Fear (E4M9) Main", player), lambda state:
state.has("Fear (E4M9)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
state.has("Rocket launcher", player, 1) and
state.has("Plasma gun", player, 1) and
state.has("BFG9000", player, 1))
set_rule(multiworld.get_entrance("Fear (E4M9) Main -> Fear (E4M9) Yellow", player), lambda state:
set_rule(world.get_entrance("Fear (E4M9) Main -> Fear (E4M9) Yellow", player), lambda state:
state.has("Fear (E4M9) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Fear (E4M9) Yellow -> Fear (E4M9) Main", player), lambda state:
set_rule(world.get_entrance("Fear (E4M9) Yellow -> Fear (E4M9) Main", player), lambda state:
state.has("Fear (E4M9) - Yellow skull key", player, 1))
def set_rules(doom_1993_world: "DOOM1993World", included_episodes, pro):
player = doom_1993_world.player
multiworld = doom_1993_world.multiworld
world = doom_1993_world.multiworld
if included_episodes[0]:
set_episode1_rules(player, multiworld, pro)
set_episode1_rules(player, world, pro)
if included_episodes[1]:
set_episode2_rules(player, multiworld, pro)
set_episode2_rules(player, world, pro)
if included_episodes[2]:
set_episode3_rules(player, multiworld, pro)
set_episode3_rules(player, world, pro)
if included_episodes[3]:
set_episode4_rules(player, multiworld, pro)
set_episode4_rules(player, world, pro)

View File

@@ -2,10 +2,9 @@ import functools
import logging
from typing import Any, Dict, List
from BaseClasses import Entrance, CollectionState, Item, Location, MultiWorld, Region, Tutorial
from BaseClasses import Entrance, CollectionState, Item, ItemClassification, Location, MultiWorld, Region, Tutorial
from worlds.AutoWorld import WebWorld, World
from . import Items, Locations, Maps, Regions, Rules
from .Options import DOOM1993Options
from . import Items, Locations, Maps, Options, Regions, Rules
logger = logging.getLogger("DOOM 1993")
@@ -38,8 +37,7 @@ class DOOM1993World(World):
Developed by id Software, and originally released in 1993, DOOM pioneered and popularized the first-person shooter,
setting a standard for all FPS games.
"""
options_dataclass = DOOM1993Options
options: DOOM1993Options
option_definitions = Options.options
game = "DOOM 1993"
web = DOOM1993Web()
data_version = 3
@@ -80,28 +78,26 @@ class DOOM1993World(World):
"Energy cell pack": 10
}
def __init__(self, multiworld: MultiWorld, player: int):
def __init__(self, world: MultiWorld, player: int):
self.included_episodes = [1, 1, 1, 0]
self.location_count = 0
super().__init__(multiworld, player)
super().__init__(world, player)
def get_episode_count(self):
return functools.reduce(lambda count, episode: count + episode, self.included_episodes)
def generate_early(self):
# Cache which episodes are included
self.included_episodes[0] = self.options.episode1.value
self.included_episodes[1] = self.options.episode2.value
self.included_episodes[2] = self.options.episode3.value
self.included_episodes[3] = self.options.episode4.value
for i in range(4):
self.included_episodes[i] = getattr(self.multiworld, f"episode{i + 1}")[self.player].value
# If no episodes selected, select Episode 1
if self.get_episode_count() == 0:
self.included_episodes[0] = 1
def create_regions(self):
pro = self.options.pro.value
pro = getattr(self.multiworld, "pro")[self.player].value
# Main regions
menu_region = Region("Menu", self.player, self.multiworld)
@@ -152,7 +148,7 @@ class DOOM1993World(World):
def completion_rule(self, state: CollectionState):
goal_levels = Maps.map_names
if self.options.goal.value:
if getattr(self.multiworld, "goal")[self.player].value:
goal_levels = self.boss_level_for_espidoes
for map_name in goal_levels:
@@ -171,8 +167,8 @@ class DOOM1993World(World):
return True
def set_rules(self):
pro = self.options.pro.value
allow_death_logic = self.options.allow_death_logic.value
pro = getattr(self.multiworld, "pro")[self.player].value
allow_death_logic = getattr(self.multiworld, "allow_death_logic")[self.player].value
Rules.set_rules(self, self.included_episodes, pro)
self.multiworld.completion_condition[self.player] = lambda state: self.completion_rule(state)
@@ -189,7 +185,7 @@ class DOOM1993World(World):
def create_items(self):
itempool: List[DOOM1993Item] = []
start_with_computer_area_maps: bool = self.options.start_with_computer_area_maps.value
start_with_computer_area_maps: bool = getattr(self.multiworld, "start_with_computer_area_maps")[self.player].value
# Items
for item_id, item in Items.item_table.items():
@@ -229,7 +225,7 @@ class DOOM1993World(World):
self.multiworld.push_precollected(self.create_item(self.starting_level_for_episode[i]))
# Give Computer area maps if option selected
if self.options.start_with_computer_area_maps.value:
if getattr(self.multiworld, "start_with_computer_area_maps")[self.player].value:
for item_id, item_dict in Items.item_table.items():
item_episode = item_dict["episode"]
if item_episode > 0:
@@ -273,7 +269,7 @@ class DOOM1993World(World):
itempool.append(self.create_item(item_name))
def fill_slot_data(self) -> Dict[str, Any]:
slot_data = self.options.as_dict("goal", "difficulty", "random_monsters", "random_pickups", "random_music", "flip_levels", "allow_death_logic", "pro", "start_with_computer_area_maps", "death_link", "reset_level_on_death", "episode1", "episode2", "episode3", "episode4")
slot_data = {name: getattr(self.multiworld, name)[self.player].value for name in self.option_definitions}
# E2M6 and E3M9 each have one way keydoor. You can enter, but required the keycard to get out.
# We used to force place the keycard behind those doors. Limiting the randomness for those items. A change

View File

@@ -15,7 +15,7 @@
1. Download [APDOOM.zip](https://github.com/Daivuk/apdoom/releases) and extract it.
2. Copy `DOOM.WAD` from your game's installation directory into the newly extracted folder.
You can find the folder in steam by finding the game in your library,
right-clicking it and choosing **Manage -> Browse Local Files**. The WAD file is in the `/base/` folder.
right-clicking it and choosing **Manage -> Browse Local Files**.
## Joining a MultiWorld Game

View File

@@ -7,53 +7,57 @@ if TYPE_CHECKING:
from . import DOOM2World
def set_episode1_rules(player, multiworld, pro):
def set_episode1_rules(player, world, pro):
# Entryway (MAP01)
set_rule(multiworld.get_entrance("Hub -> Entryway (MAP01) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Entryway (MAP01) Main", player), lambda state:
state.has("Entryway (MAP01)", player, 1))
set_rule(multiworld.get_entrance("Hub -> Entryway (MAP01) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Entryway (MAP01) Main", player), lambda state:
state.has("Entryway (MAP01)", player, 1))
# Underhalls (MAP02)
set_rule(multiworld.get_entrance("Hub -> Underhalls (MAP02) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Underhalls (MAP02) Main", player), lambda state:
state.has("Underhalls (MAP02)", player, 1))
set_rule(multiworld.get_entrance("Underhalls (MAP02) Main -> Underhalls (MAP02) Red", player), lambda state:
set_rule(world.get_entrance("Hub -> Underhalls (MAP02) Main", player), lambda state:
state.has("Underhalls (MAP02)", player, 1))
set_rule(world.get_entrance("Hub -> Underhalls (MAP02) Main", player), lambda state:
state.has("Underhalls (MAP02)", player, 1))
set_rule(world.get_entrance("Underhalls (MAP02) Main -> Underhalls (MAP02) Red", player), lambda state:
state.has("Underhalls (MAP02) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Underhalls (MAP02) Blue -> Underhalls (MAP02) Red", player), lambda state:
set_rule(world.get_entrance("Underhalls (MAP02) Blue -> Underhalls (MAP02) Red", player), lambda state:
state.has("Underhalls (MAP02) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Underhalls (MAP02) Red -> Underhalls (MAP02) Blue", player), lambda state:
set_rule(world.get_entrance("Underhalls (MAP02) Red -> Underhalls (MAP02) Blue", player), lambda state:
state.has("Underhalls (MAP02) - Blue keycard", player, 1))
# The Gantlet (MAP03)
set_rule(multiworld.get_entrance("Hub -> The Gantlet (MAP03) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Gantlet (MAP03) Main", player), lambda state:
(state.has("The Gantlet (MAP03)", player, 1)) and
(state.has("Shotgun", player, 1) or
state.has("Chaingun", player, 1) or
state.has("Super Shotgun", player, 1)))
set_rule(multiworld.get_entrance("The Gantlet (MAP03) Main -> The Gantlet (MAP03) Blue", player), lambda state:
set_rule(world.get_entrance("The Gantlet (MAP03) Main -> The Gantlet (MAP03) Blue", player), lambda state:
state.has("The Gantlet (MAP03) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Gantlet (MAP03) Blue -> The Gantlet (MAP03) Red", player), lambda state:
set_rule(world.get_entrance("The Gantlet (MAP03) Blue -> The Gantlet (MAP03) Red", player), lambda state:
state.has("The Gantlet (MAP03) - Red keycard", player, 1))
# The Focus (MAP04)
set_rule(multiworld.get_entrance("Hub -> The Focus (MAP04) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Focus (MAP04) Main", player), lambda state:
(state.has("The Focus (MAP04)", player, 1)) and
(state.has("Shotgun", player, 1) or
state.has("Chaingun", player, 1) or
state.has("Super Shotgun", player, 1)))
set_rule(multiworld.get_entrance("The Focus (MAP04) Main -> The Focus (MAP04) Red", player), lambda state:
set_rule(world.get_entrance("The Focus (MAP04) Main -> The Focus (MAP04) Red", player), lambda state:
state.has("The Focus (MAP04) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("The Focus (MAP04) Main -> The Focus (MAP04) Blue", player), lambda state:
set_rule(world.get_entrance("The Focus (MAP04) Main -> The Focus (MAP04) Blue", player), lambda state:
state.has("The Focus (MAP04) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Focus (MAP04) Yellow -> The Focus (MAP04) Red", player), lambda state:
set_rule(world.get_entrance("The Focus (MAP04) Yellow -> The Focus (MAP04) Red", player), lambda state:
state.has("The Focus (MAP04) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Focus (MAP04) Red -> The Focus (MAP04) Yellow", player), lambda state:
set_rule(world.get_entrance("The Focus (MAP04) Red -> The Focus (MAP04) Yellow", player), lambda state:
state.has("The Focus (MAP04) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Focus (MAP04) Red -> The Focus (MAP04) Main", player), lambda state:
set_rule(world.get_entrance("The Focus (MAP04) Red -> The Focus (MAP04) Main", player), lambda state:
state.has("The Focus (MAP04) - Red keycard", player, 1))
# The Waste Tunnels (MAP05)
set_rule(multiworld.get_entrance("Hub -> The Waste Tunnels (MAP05) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Waste Tunnels (MAP05) Main", player), lambda state:
(state.has("The Waste Tunnels (MAP05)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -61,19 +65,19 @@ def set_episode1_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("The Waste Tunnels (MAP05) Main -> The Waste Tunnels (MAP05) Red", player), lambda state:
set_rule(world.get_entrance("The Waste Tunnels (MAP05) Main -> The Waste Tunnels (MAP05) Red", player), lambda state:
state.has("The Waste Tunnels (MAP05) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("The Waste Tunnels (MAP05) Main -> The Waste Tunnels (MAP05) Blue", player), lambda state:
set_rule(world.get_entrance("The Waste Tunnels (MAP05) Main -> The Waste Tunnels (MAP05) Blue", player), lambda state:
state.has("The Waste Tunnels (MAP05) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Waste Tunnels (MAP05) Blue -> The Waste Tunnels (MAP05) Yellow", player), lambda state:
set_rule(world.get_entrance("The Waste Tunnels (MAP05) Blue -> The Waste Tunnels (MAP05) Yellow", player), lambda state:
state.has("The Waste Tunnels (MAP05) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Waste Tunnels (MAP05) Blue -> The Waste Tunnels (MAP05) Main", player), lambda state:
set_rule(world.get_entrance("The Waste Tunnels (MAP05) Blue -> The Waste Tunnels (MAP05) Main", player), lambda state:
state.has("The Waste Tunnels (MAP05) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Waste Tunnels (MAP05) Yellow -> The Waste Tunnels (MAP05) Blue", player), lambda state:
set_rule(world.get_entrance("The Waste Tunnels (MAP05) Yellow -> The Waste Tunnels (MAP05) Blue", player), lambda state:
state.has("The Waste Tunnels (MAP05) - Yellow keycard", player, 1))
# The Crusher (MAP06)
set_rule(multiworld.get_entrance("Hub -> The Crusher (MAP06) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Crusher (MAP06) Main", player), lambda state:
(state.has("The Crusher (MAP06)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -81,21 +85,21 @@ def set_episode1_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("The Crusher (MAP06) Main -> The Crusher (MAP06) Blue", player), lambda state:
set_rule(world.get_entrance("The Crusher (MAP06) Main -> The Crusher (MAP06) Blue", player), lambda state:
state.has("The Crusher (MAP06) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Crusher (MAP06) Blue -> The Crusher (MAP06) Red", player), lambda state:
set_rule(world.get_entrance("The Crusher (MAP06) Blue -> The Crusher (MAP06) Red", player), lambda state:
state.has("The Crusher (MAP06) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("The Crusher (MAP06) Blue -> The Crusher (MAP06) Main", player), lambda state:
set_rule(world.get_entrance("The Crusher (MAP06) Blue -> The Crusher (MAP06) Main", player), lambda state:
state.has("The Crusher (MAP06) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Crusher (MAP06) Yellow -> The Crusher (MAP06) Red", player), lambda state:
set_rule(world.get_entrance("The Crusher (MAP06) Yellow -> The Crusher (MAP06) Red", player), lambda state:
state.has("The Crusher (MAP06) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Crusher (MAP06) Red -> The Crusher (MAP06) Yellow", player), lambda state:
set_rule(world.get_entrance("The Crusher (MAP06) Red -> The Crusher (MAP06) Yellow", player), lambda state:
state.has("The Crusher (MAP06) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Crusher (MAP06) Red -> The Crusher (MAP06) Blue", player), lambda state:
set_rule(world.get_entrance("The Crusher (MAP06) Red -> The Crusher (MAP06) Blue", player), lambda state:
state.has("The Crusher (MAP06) - Red keycard", player, 1))
# Dead Simple (MAP07)
set_rule(multiworld.get_entrance("Hub -> Dead Simple (MAP07) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Dead Simple (MAP07) Main", player), lambda state:
(state.has("Dead Simple (MAP07)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -105,7 +109,7 @@ def set_episode1_rules(player, multiworld, pro):
state.has("BFG9000", player, 1)))
# Tricks and Traps (MAP08)
set_rule(multiworld.get_entrance("Hub -> Tricks and Traps (MAP08) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Tricks and Traps (MAP08) Main", player), lambda state:
(state.has("Tricks and Traps (MAP08)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -113,13 +117,13 @@ def set_episode1_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Tricks and Traps (MAP08) Main -> Tricks and Traps (MAP08) Red", player), lambda state:
set_rule(world.get_entrance("Tricks and Traps (MAP08) Main -> Tricks and Traps (MAP08) Red", player), lambda state:
state.has("Tricks and Traps (MAP08) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Tricks and Traps (MAP08) Main -> Tricks and Traps (MAP08) Yellow", player), lambda state:
set_rule(world.get_entrance("Tricks and Traps (MAP08) Main -> Tricks and Traps (MAP08) Yellow", player), lambda state:
state.has("Tricks and Traps (MAP08) - Yellow skull key", player, 1))
# The Pit (MAP09)
set_rule(multiworld.get_entrance("Hub -> The Pit (MAP09) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Pit (MAP09) Main", player), lambda state:
(state.has("The Pit (MAP09)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -127,15 +131,15 @@ def set_episode1_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("The Pit (MAP09) Main -> The Pit (MAP09) Yellow", player), lambda state:
set_rule(world.get_entrance("The Pit (MAP09) Main -> The Pit (MAP09) Yellow", player), lambda state:
state.has("The Pit (MAP09) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Pit (MAP09) Main -> The Pit (MAP09) Blue", player), lambda state:
set_rule(world.get_entrance("The Pit (MAP09) Main -> The Pit (MAP09) Blue", player), lambda state:
state.has("The Pit (MAP09) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Pit (MAP09) Yellow -> The Pit (MAP09) Main", player), lambda state:
set_rule(world.get_entrance("The Pit (MAP09) Yellow -> The Pit (MAP09) Main", player), lambda state:
state.has("The Pit (MAP09) - Yellow keycard", player, 1))
# Refueling Base (MAP10)
set_rule(multiworld.get_entrance("Hub -> Refueling Base (MAP10) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Refueling Base (MAP10) Main", player), lambda state:
(state.has("Refueling Base (MAP10)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -143,13 +147,13 @@ def set_episode1_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Refueling Base (MAP10) Main -> Refueling Base (MAP10) Yellow", player), lambda state:
set_rule(world.get_entrance("Refueling Base (MAP10) Main -> Refueling Base (MAP10) Yellow", player), lambda state:
state.has("Refueling Base (MAP10) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Refueling Base (MAP10) Yellow -> Refueling Base (MAP10) Yellow Blue", player), lambda state:
set_rule(world.get_entrance("Refueling Base (MAP10) Yellow -> Refueling Base (MAP10) Yellow Blue", player), lambda state:
state.has("Refueling Base (MAP10) - Blue keycard", player, 1))
# Circle of Death (MAP11)
set_rule(multiworld.get_entrance("Hub -> Circle of Death (MAP11) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Circle of Death (MAP11) Main", player), lambda state:
(state.has("Circle of Death (MAP11)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -157,15 +161,15 @@ def set_episode1_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Circle of Death (MAP11) Main -> Circle of Death (MAP11) Blue", player), lambda state:
set_rule(world.get_entrance("Circle of Death (MAP11) Main -> Circle of Death (MAP11) Blue", player), lambda state:
state.has("Circle of Death (MAP11) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Circle of Death (MAP11) Main -> Circle of Death (MAP11) Red", player), lambda state:
set_rule(world.get_entrance("Circle of Death (MAP11) Main -> Circle of Death (MAP11) Red", player), lambda state:
state.has("Circle of Death (MAP11) - Red keycard", player, 1))
def set_episode2_rules(player, multiworld, pro):
def set_episode2_rules(player, world, pro):
# The Factory (MAP12)
set_rule(multiworld.get_entrance("Hub -> The Factory (MAP12) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Factory (MAP12) Main", player), lambda state:
(state.has("The Factory (MAP12)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -173,13 +177,13 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("The Factory (MAP12) Main -> The Factory (MAP12) Yellow", player), lambda state:
set_rule(world.get_entrance("The Factory (MAP12) Main -> The Factory (MAP12) Yellow", player), lambda state:
state.has("The Factory (MAP12) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Factory (MAP12) Main -> The Factory (MAP12) Blue", player), lambda state:
set_rule(world.get_entrance("The Factory (MAP12) Main -> The Factory (MAP12) Blue", player), lambda state:
state.has("The Factory (MAP12) - Blue keycard", player, 1))
# Downtown (MAP13)
set_rule(multiworld.get_entrance("Hub -> Downtown (MAP13) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Downtown (MAP13) Main", player), lambda state:
(state.has("Downtown (MAP13)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -187,15 +191,15 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Downtown (MAP13) Main -> Downtown (MAP13) Yellow", player), lambda state:
set_rule(world.get_entrance("Downtown (MAP13) Main -> Downtown (MAP13) Yellow", player), lambda state:
state.has("Downtown (MAP13) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Downtown (MAP13) Main -> Downtown (MAP13) Red", player), lambda state:
set_rule(world.get_entrance("Downtown (MAP13) Main -> Downtown (MAP13) Red", player), lambda state:
state.has("Downtown (MAP13) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Downtown (MAP13) Main -> Downtown (MAP13) Blue", player), lambda state:
set_rule(world.get_entrance("Downtown (MAP13) Main -> Downtown (MAP13) Blue", player), lambda state:
state.has("Downtown (MAP13) - Blue keycard", player, 1))
# The Inmost Dens (MAP14)
set_rule(multiworld.get_entrance("Hub -> The Inmost Dens (MAP14) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Inmost Dens (MAP14) Main", player), lambda state:
(state.has("The Inmost Dens (MAP14)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -203,17 +207,17 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("The Inmost Dens (MAP14) Main -> The Inmost Dens (MAP14) Red", player), lambda state:
set_rule(world.get_entrance("The Inmost Dens (MAP14) Main -> The Inmost Dens (MAP14) Red", player), lambda state:
state.has("The Inmost Dens (MAP14) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("The Inmost Dens (MAP14) Blue -> The Inmost Dens (MAP14) Red East", player), lambda state:
set_rule(world.get_entrance("The Inmost Dens (MAP14) Blue -> The Inmost Dens (MAP14) Red East", player), lambda state:
state.has("The Inmost Dens (MAP14) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("The Inmost Dens (MAP14) Red -> The Inmost Dens (MAP14) Main", player), lambda state:
set_rule(world.get_entrance("The Inmost Dens (MAP14) Red -> The Inmost Dens (MAP14) Main", player), lambda state:
state.has("The Inmost Dens (MAP14) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("The Inmost Dens (MAP14) Red East -> The Inmost Dens (MAP14) Blue", player), lambda state:
set_rule(world.get_entrance("The Inmost Dens (MAP14) Red East -> The Inmost Dens (MAP14) Blue", player), lambda state:
state.has("The Inmost Dens (MAP14) - Blue skull key", player, 1))
# Industrial Zone (MAP15)
set_rule(multiworld.get_entrance("Hub -> Industrial Zone (MAP15) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Industrial Zone (MAP15) Main", player), lambda state:
(state.has("Industrial Zone (MAP15)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -221,17 +225,17 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Industrial Zone (MAP15) Main -> Industrial Zone (MAP15) Yellow East", player), lambda state:
set_rule(world.get_entrance("Industrial Zone (MAP15) Main -> Industrial Zone (MAP15) Yellow East", player), lambda state:
state.has("Industrial Zone (MAP15) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Industrial Zone (MAP15) Main -> Industrial Zone (MAP15) Yellow West", player), lambda state:
set_rule(world.get_entrance("Industrial Zone (MAP15) Main -> Industrial Zone (MAP15) Yellow West", player), lambda state:
state.has("Industrial Zone (MAP15) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("Industrial Zone (MAP15) Blue -> Industrial Zone (MAP15) Yellow East", player), lambda state:
set_rule(world.get_entrance("Industrial Zone (MAP15) Blue -> Industrial Zone (MAP15) Yellow East", player), lambda state:
state.has("Industrial Zone (MAP15) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("Industrial Zone (MAP15) Yellow East -> Industrial Zone (MAP15) Blue", player), lambda state:
set_rule(world.get_entrance("Industrial Zone (MAP15) Yellow East -> Industrial Zone (MAP15) Blue", player), lambda state:
state.has("Industrial Zone (MAP15) - Blue keycard", player, 1))
# Suburbs (MAP16)
set_rule(multiworld.get_entrance("Hub -> Suburbs (MAP16) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Suburbs (MAP16) Main", player), lambda state:
(state.has("Suburbs (MAP16)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -239,13 +243,13 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Suburbs (MAP16) Main -> Suburbs (MAP16) Red", player), lambda state:
set_rule(world.get_entrance("Suburbs (MAP16) Main -> Suburbs (MAP16) Red", player), lambda state:
state.has("Suburbs (MAP16) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Suburbs (MAP16) Main -> Suburbs (MAP16) Blue", player), lambda state:
set_rule(world.get_entrance("Suburbs (MAP16) Main -> Suburbs (MAP16) Blue", player), lambda state:
state.has("Suburbs (MAP16) - Blue skull key", player, 1))
# Tenements (MAP17)
set_rule(multiworld.get_entrance("Hub -> Tenements (MAP17) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Tenements (MAP17) Main", player), lambda state:
(state.has("Tenements (MAP17)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -253,15 +257,15 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Tenements (MAP17) Main -> Tenements (MAP17) Red", player), lambda state:
set_rule(world.get_entrance("Tenements (MAP17) Main -> Tenements (MAP17) Red", player), lambda state:
state.has("Tenements (MAP17) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("Tenements (MAP17) Red -> Tenements (MAP17) Yellow", player), lambda state:
set_rule(world.get_entrance("Tenements (MAP17) Red -> Tenements (MAP17) Yellow", player), lambda state:
state.has("Tenements (MAP17) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Tenements (MAP17) Red -> Tenements (MAP17) Blue", player), lambda state:
set_rule(world.get_entrance("Tenements (MAP17) Red -> Tenements (MAP17) Blue", player), lambda state:
state.has("Tenements (MAP17) - Blue keycard", player, 1))
# The Courtyard (MAP18)
set_rule(multiworld.get_entrance("Hub -> The Courtyard (MAP18) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Courtyard (MAP18) Main", player), lambda state:
(state.has("The Courtyard (MAP18)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -269,17 +273,17 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("The Courtyard (MAP18) Main -> The Courtyard (MAP18) Yellow", player), lambda state:
set_rule(world.get_entrance("The Courtyard (MAP18) Main -> The Courtyard (MAP18) Yellow", player), lambda state:
state.has("The Courtyard (MAP18) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("The Courtyard (MAP18) Main -> The Courtyard (MAP18) Blue", player), lambda state:
set_rule(world.get_entrance("The Courtyard (MAP18) Main -> The Courtyard (MAP18) Blue", player), lambda state:
state.has("The Courtyard (MAP18) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("The Courtyard (MAP18) Blue -> The Courtyard (MAP18) Main", player), lambda state:
set_rule(world.get_entrance("The Courtyard (MAP18) Blue -> The Courtyard (MAP18) Main", player), lambda state:
state.has("The Courtyard (MAP18) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("The Courtyard (MAP18) Yellow -> The Courtyard (MAP18) Main", player), lambda state:
set_rule(world.get_entrance("The Courtyard (MAP18) Yellow -> The Courtyard (MAP18) Main", player), lambda state:
state.has("The Courtyard (MAP18) - Yellow skull key", player, 1))
# The Citadel (MAP19)
set_rule(multiworld.get_entrance("Hub -> The Citadel (MAP19) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Citadel (MAP19) Main", player), lambda state:
(state.has("The Citadel (MAP19)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -287,15 +291,15 @@ def set_episode2_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("The Citadel (MAP19) Main -> The Citadel (MAP19) Red", player), lambda state:
set_rule(world.get_entrance("The Citadel (MAP19) Main -> The Citadel (MAP19) Red", player), lambda state:
(state.has("The Citadel (MAP19) - Red skull key", player, 1)) and (state.has("The Citadel (MAP19) - Blue skull key", player, 1) or
state.has("The Citadel (MAP19) - Yellow skull key", player, 1)))
set_rule(multiworld.get_entrance("The Citadel (MAP19) Red -> The Citadel (MAP19) Main", player), lambda state:
set_rule(world.get_entrance("The Citadel (MAP19) Red -> The Citadel (MAP19) Main", player), lambda state:
(state.has("The Citadel (MAP19) - Red skull key", player, 1)) and (state.has("The Citadel (MAP19) - Yellow skull key", player, 1) or
state.has("The Citadel (MAP19) - Blue skull key", player, 1)))
# Gotcha! (MAP20)
set_rule(multiworld.get_entrance("Hub -> Gotcha! (MAP20) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Gotcha! (MAP20) Main", player), lambda state:
(state.has("Gotcha! (MAP20)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -305,9 +309,9 @@ def set_episode2_rules(player, multiworld, pro):
state.has("BFG9000", player, 1)))
def set_episode3_rules(player, multiworld, pro):
def set_episode3_rules(player, world, pro):
# Nirvana (MAP21)
set_rule(multiworld.get_entrance("Hub -> Nirvana (MAP21) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Nirvana (MAP21) Main", player), lambda state:
(state.has("Nirvana (MAP21)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -315,19 +319,19 @@ def set_episode3_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Nirvana (MAP21) Main -> Nirvana (MAP21) Yellow", player), lambda state:
set_rule(world.get_entrance("Nirvana (MAP21) Main -> Nirvana (MAP21) Yellow", player), lambda state:
state.has("Nirvana (MAP21) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Nirvana (MAP21) Yellow -> Nirvana (MAP21) Main", player), lambda state:
set_rule(world.get_entrance("Nirvana (MAP21) Yellow -> Nirvana (MAP21) Main", player), lambda state:
state.has("Nirvana (MAP21) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Nirvana (MAP21) Yellow -> Nirvana (MAP21) Magenta", player), lambda state:
set_rule(world.get_entrance("Nirvana (MAP21) Yellow -> Nirvana (MAP21) Magenta", player), lambda state:
state.has("Nirvana (MAP21) - Red skull key", player, 1) and
state.has("Nirvana (MAP21) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Nirvana (MAP21) Magenta -> Nirvana (MAP21) Yellow", player), lambda state:
set_rule(world.get_entrance("Nirvana (MAP21) Magenta -> Nirvana (MAP21) Yellow", player), lambda state:
state.has("Nirvana (MAP21) - Red skull key", player, 1) and
state.has("Nirvana (MAP21) - Blue skull key", player, 1))
# The Catacombs (MAP22)
set_rule(multiworld.get_entrance("Hub -> The Catacombs (MAP22) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Catacombs (MAP22) Main", player), lambda state:
(state.has("The Catacombs (MAP22)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -335,15 +339,15 @@ def set_episode3_rules(player, multiworld, pro):
(state.has("BFG9000", player, 1) or
state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1)))
set_rule(multiworld.get_entrance("The Catacombs (MAP22) Main -> The Catacombs (MAP22) Blue", player), lambda state:
set_rule(world.get_entrance("The Catacombs (MAP22) Main -> The Catacombs (MAP22) Blue", player), lambda state:
state.has("The Catacombs (MAP22) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("The Catacombs (MAP22) Main -> The Catacombs (MAP22) Red", player), lambda state:
set_rule(world.get_entrance("The Catacombs (MAP22) Main -> The Catacombs (MAP22) Red", player), lambda state:
state.has("The Catacombs (MAP22) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("The Catacombs (MAP22) Red -> The Catacombs (MAP22) Main", player), lambda state:
set_rule(world.get_entrance("The Catacombs (MAP22) Red -> The Catacombs (MAP22) Main", player), lambda state:
state.has("The Catacombs (MAP22) - Red skull key", player, 1))
# Barrels o Fun (MAP23)
set_rule(multiworld.get_entrance("Hub -> Barrels o Fun (MAP23) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Barrels o Fun (MAP23) Main", player), lambda state:
(state.has("Barrels o Fun (MAP23)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -351,13 +355,13 @@ def set_episode3_rules(player, multiworld, pro):
(state.has("Rocket launcher", player, 1) or
state.has("Plasma gun", player, 1) or
state.has("BFG9000", player, 1)))
set_rule(multiworld.get_entrance("Barrels o Fun (MAP23) Main -> Barrels o Fun (MAP23) Yellow", player), lambda state:
set_rule(world.get_entrance("Barrels o Fun (MAP23) Main -> Barrels o Fun (MAP23) Yellow", player), lambda state:
state.has("Barrels o Fun (MAP23) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Barrels o Fun (MAP23) Yellow -> Barrels o Fun (MAP23) Main", player), lambda state:
set_rule(world.get_entrance("Barrels o Fun (MAP23) Yellow -> Barrels o Fun (MAP23) Main", player), lambda state:
state.has("Barrels o Fun (MAP23) - Yellow skull key", player, 1))
# The Chasm (MAP24)
set_rule(multiworld.get_entrance("Hub -> The Chasm (MAP24) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Chasm (MAP24) Main", player), lambda state:
state.has("The Chasm (MAP24)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -365,13 +369,13 @@ def set_episode3_rules(player, multiworld, pro):
state.has("Plasma gun", player, 1) and
state.has("BFG9000", player, 1) and
state.has("Super Shotgun", player, 1))
set_rule(multiworld.get_entrance("The Chasm (MAP24) Main -> The Chasm (MAP24) Red", player), lambda state:
set_rule(world.get_entrance("The Chasm (MAP24) Main -> The Chasm (MAP24) Red", player), lambda state:
state.has("The Chasm (MAP24) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("The Chasm (MAP24) Red -> The Chasm (MAP24) Main", player), lambda state:
set_rule(world.get_entrance("The Chasm (MAP24) Red -> The Chasm (MAP24) Main", player), lambda state:
state.has("The Chasm (MAP24) - Red keycard", player, 1))
# Bloodfalls (MAP25)
set_rule(multiworld.get_entrance("Hub -> Bloodfalls (MAP25) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Bloodfalls (MAP25) Main", player), lambda state:
state.has("Bloodfalls (MAP25)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -379,13 +383,13 @@ def set_episode3_rules(player, multiworld, pro):
state.has("Plasma gun", player, 1) and
state.has("BFG9000", player, 1) and
state.has("Super Shotgun", player, 1))
set_rule(multiworld.get_entrance("Bloodfalls (MAP25) Main -> Bloodfalls (MAP25) Blue", player), lambda state:
set_rule(world.get_entrance("Bloodfalls (MAP25) Main -> Bloodfalls (MAP25) Blue", player), lambda state:
state.has("Bloodfalls (MAP25) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Bloodfalls (MAP25) Blue -> Bloodfalls (MAP25) Main", player), lambda state:
set_rule(world.get_entrance("Bloodfalls (MAP25) Blue -> Bloodfalls (MAP25) Main", player), lambda state:
state.has("Bloodfalls (MAP25) - Blue skull key", player, 1))
# The Abandoned Mines (MAP26)
set_rule(multiworld.get_entrance("Hub -> The Abandoned Mines (MAP26) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Abandoned Mines (MAP26) Main", player), lambda state:
state.has("The Abandoned Mines (MAP26)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -393,19 +397,19 @@ def set_episode3_rules(player, multiworld, pro):
state.has("BFG9000", player, 1) and
state.has("Plasma gun", player, 1) and
state.has("Super Shotgun", player, 1))
set_rule(multiworld.get_entrance("The Abandoned Mines (MAP26) Main -> The Abandoned Mines (MAP26) Yellow", player), lambda state:
set_rule(world.get_entrance("The Abandoned Mines (MAP26) Main -> The Abandoned Mines (MAP26) Yellow", player), lambda state:
state.has("The Abandoned Mines (MAP26) - Yellow keycard", player, 1))
set_rule(multiworld.get_entrance("The Abandoned Mines (MAP26) Main -> The Abandoned Mines (MAP26) Red", player), lambda state:
set_rule(world.get_entrance("The Abandoned Mines (MAP26) Main -> The Abandoned Mines (MAP26) Red", player), lambda state:
state.has("The Abandoned Mines (MAP26) - Red keycard", player, 1))
set_rule(multiworld.get_entrance("The Abandoned Mines (MAP26) Main -> The Abandoned Mines (MAP26) Blue", player), lambda state:
set_rule(world.get_entrance("The Abandoned Mines (MAP26) Main -> The Abandoned Mines (MAP26) Blue", player), lambda state:
state.has("The Abandoned Mines (MAP26) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Abandoned Mines (MAP26) Blue -> The Abandoned Mines (MAP26) Main", player), lambda state:
set_rule(world.get_entrance("The Abandoned Mines (MAP26) Blue -> The Abandoned Mines (MAP26) Main", player), lambda state:
state.has("The Abandoned Mines (MAP26) - Blue keycard", player, 1))
set_rule(multiworld.get_entrance("The Abandoned Mines (MAP26) Yellow -> The Abandoned Mines (MAP26) Main", player), lambda state:
set_rule(world.get_entrance("The Abandoned Mines (MAP26) Yellow -> The Abandoned Mines (MAP26) Main", player), lambda state:
state.has("The Abandoned Mines (MAP26) - Yellow keycard", player, 1))
# Monster Condo (MAP27)
set_rule(multiworld.get_entrance("Hub -> Monster Condo (MAP27) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Monster Condo (MAP27) Main", player), lambda state:
state.has("Monster Condo (MAP27)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -413,17 +417,17 @@ def set_episode3_rules(player, multiworld, pro):
state.has("Plasma gun", player, 1) and
state.has("BFG9000", player, 1) and
state.has("Super Shotgun", player, 1))
set_rule(multiworld.get_entrance("Monster Condo (MAP27) Main -> Monster Condo (MAP27) Yellow", player), lambda state:
set_rule(world.get_entrance("Monster Condo (MAP27) Main -> Monster Condo (MAP27) Yellow", player), lambda state:
state.has("Monster Condo (MAP27) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("Monster Condo (MAP27) Main -> Monster Condo (MAP27) Red", player), lambda state:
set_rule(world.get_entrance("Monster Condo (MAP27) Main -> Monster Condo (MAP27) Red", player), lambda state:
state.has("Monster Condo (MAP27) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("Monster Condo (MAP27) Main -> Monster Condo (MAP27) Blue", player), lambda state:
set_rule(world.get_entrance("Monster Condo (MAP27) Main -> Monster Condo (MAP27) Blue", player), lambda state:
state.has("Monster Condo (MAP27) - Blue skull key", player, 1))
set_rule(multiworld.get_entrance("Monster Condo (MAP27) Red -> Monster Condo (MAP27) Main", player), lambda state:
set_rule(world.get_entrance("Monster Condo (MAP27) Red -> Monster Condo (MAP27) Main", player), lambda state:
state.has("Monster Condo (MAP27) - Red skull key", player, 1))
# The Spirit World (MAP28)
set_rule(multiworld.get_entrance("Hub -> The Spirit World (MAP28) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Spirit World (MAP28) Main", player), lambda state:
state.has("The Spirit World (MAP28)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Rocket launcher", player, 1) and
@@ -431,17 +435,17 @@ def set_episode3_rules(player, multiworld, pro):
state.has("Plasma gun", player, 1) and
state.has("BFG9000", player, 1) and
state.has("Super Shotgun", player, 1))
set_rule(multiworld.get_entrance("The Spirit World (MAP28) Main -> The Spirit World (MAP28) Yellow", player), lambda state:
set_rule(world.get_entrance("The Spirit World (MAP28) Main -> The Spirit World (MAP28) Yellow", player), lambda state:
state.has("The Spirit World (MAP28) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("The Spirit World (MAP28) Main -> The Spirit World (MAP28) Red", player), lambda state:
set_rule(world.get_entrance("The Spirit World (MAP28) Main -> The Spirit World (MAP28) Red", player), lambda state:
state.has("The Spirit World (MAP28) - Red skull key", player, 1))
set_rule(multiworld.get_entrance("The Spirit World (MAP28) Yellow -> The Spirit World (MAP28) Main", player), lambda state:
set_rule(world.get_entrance("The Spirit World (MAP28) Yellow -> The Spirit World (MAP28) Main", player), lambda state:
state.has("The Spirit World (MAP28) - Yellow skull key", player, 1))
set_rule(multiworld.get_entrance("The Spirit World (MAP28) Red -> The Spirit World (MAP28) Main", player), lambda state:
set_rule(world.get_entrance("The Spirit World (MAP28) Red -> The Spirit World (MAP28) Main", player), lambda state:
state.has("The Spirit World (MAP28) - Red skull key", player, 1))
# The Living End (MAP29)
set_rule(multiworld.get_entrance("Hub -> The Living End (MAP29) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> The Living End (MAP29) Main", player), lambda state:
state.has("The Living End (MAP29)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -451,7 +455,7 @@ def set_episode3_rules(player, multiworld, pro):
state.has("Super Shotgun", player, 1))
# Icon of Sin (MAP30)
set_rule(multiworld.get_entrance("Hub -> Icon of Sin (MAP30) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Icon of Sin (MAP30) Main", player), lambda state:
state.has("Icon of Sin (MAP30)", player, 1) and
state.has("Rocket launcher", player, 1) and
state.has("Shotgun", player, 1) and
@@ -461,9 +465,9 @@ def set_episode3_rules(player, multiworld, pro):
state.has("Super Shotgun", player, 1))
def set_episode4_rules(player, multiworld, pro):
def set_episode4_rules(player, world, pro):
# Wolfenstein2 (MAP31)
set_rule(multiworld.get_entrance("Hub -> Wolfenstein2 (MAP31) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Wolfenstein2 (MAP31) Main", player), lambda state:
(state.has("Wolfenstein2 (MAP31)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -473,7 +477,7 @@ def set_episode4_rules(player, multiworld, pro):
state.has("BFG9000", player, 1)))
# Grosse2 (MAP32)
set_rule(multiworld.get_entrance("Hub -> Grosse2 (MAP32) Main", player), lambda state:
set_rule(world.get_entrance("Hub -> Grosse2 (MAP32) Main", player), lambda state:
(state.has("Grosse2 (MAP32)", player, 1) and
state.has("Shotgun", player, 1) and
state.has("Chaingun", player, 1) and
@@ -485,13 +489,13 @@ def set_episode4_rules(player, multiworld, pro):
def set_rules(doom_ii_world: "DOOM2World", included_episodes, pro):
player = doom_ii_world.player
multiworld = doom_ii_world.multiworld
world = doom_ii_world.multiworld
if included_episodes[0]:
set_episode1_rules(player, multiworld, pro)
set_episode1_rules(player, world, pro)
if included_episodes[1]:
set_episode2_rules(player, multiworld, pro)
set_episode2_rules(player, world, pro)
if included_episodes[2]:
set_episode3_rules(player, multiworld, pro)
set_episode3_rules(player, world, pro)
if included_episodes[3]:
set_episode4_rules(player, multiworld, pro)
set_episode4_rules(player, world, pro)

View File

@@ -74,11 +74,11 @@ class DOOM2World(World):
"Energy cell pack": 10
}
def __init__(self, multiworld: MultiWorld, player: int):
def __init__(self, world: MultiWorld, player: int):
self.included_episodes = [1, 1, 1, 0]
self.location_count = 0
super().__init__(multiworld, player)
super().__init__(world, player)
def get_episode_count(self):
# Don't include 4th, those are secret levels they are additive

View File

@@ -13,7 +13,7 @@
1. Download [APDOOM.zip](https://github.com/Daivuk/apdoom/releases) and extract it.
2. Copy DOOM2.WAD from your steam install into the extracted folder.
You can find the folder in steam by finding the game in your library,
right clicking it and choosing *Manage→Browse Local Files*. The WAD file is in the `/base/` folder.
right clicking it and choosing *Manage→Browse Local Files*.
## Joining a MultiWorld Game

View File

@@ -1,2 +1 @@
factorio-rcon-py>=2.1.1; python_version >= '3.9'
factorio-rcon-py==2.0.1; python_version <= '3.8'
factorio-rcon-py>=2.0.1

View File

@@ -12,7 +12,7 @@
- An SD2SNES, FXPak Pro ([FXPak Pro Store Page](https://krikzz.com/store/home/54-fxpak-pro.html)), or other
compatible hardware
- Your legally obtained Final Fantasy Mystic Quest NA 1.0 or 1.1 ROM file, probably named `Final Fantasy - Mystic Quest (U) (V1.0).sfc` or `Final Fantasy - Mystic Quest (U) (V1.1).sfc`
- Your legally obtained Final Fantasy Mystic Quest 1.1 ROM file, probably named `Final Fantasy - Mystic Quest (U) (V1.1).sfc`
The Archipelago community cannot supply you with this.
## Installation Procedures
@@ -54,7 +54,7 @@ validator page: [YAML Validation page](/mysterycheck)
2. You will be presented with a "Seed Info" page.
3. Click the "Create New Room" link.
4. You will be presented with a server page, from which you can download your `.apmq` patch file.
5. Go to the [FFMQR website](https://ffmqrando.net/Archipelago) and select your Final Fantasy Mystic Quest ROM
5. Go to the [FFMQR website](https://ffmqrando.net/Archipelago) and select your Final Fantasy Mystic Quest 1.1 ROM
and the .apmq file you received, choose optional preferences, and click `Generate` to get your patched ROM.
7. Since this is a single-player game, you will no longer need the client, so feel free to close it.
@@ -66,7 +66,7 @@ When you join a multiworld game, you will be asked to provide your config file t
the host will provide you with either a link to download your patch file, or with a zip file containing
everyone's patch files. Your patch file should have a `.apmq` extension.
Go to the [FFMQR website](https://ffmqrando.net/Archipelago) and select your Final Fantasy Mystic Quest ROM
Go to the [FFMQR website](https://ffmqrando.net/Archipelago) and select your Final Fantasy Mystic Quest 1.1 ROM
and the .apmq file you received, choose optional preferences, and click `Generate` to get your patched ROM.
Manually launch the SNI Client, and run the patched ROM in your chosen software or hardware.

View File

@@ -90,7 +90,7 @@ def exclusion_rules(multiworld: MultiWorld, player: int, exclude_locations: typi
if loc_name not in multiworld.worlds[player].location_name_to_id:
raise Exception(f"Unable to exclude location {loc_name} in player {player}'s world.") from e
else:
if not location.advancement:
if not location.event:
location.progress_type = LocationProgressType.EXCLUDED
else:
logging.warning(f"Unable to exclude location {loc_name} in player {player}'s world.")

View File

@@ -31,8 +31,7 @@ website: [SublimeText Website](https://www.sublimetext.com)
This program out of the box supports the correct formatting for the YAML file, so you will be able to use the tab key
and get proper highlighting for any potential errors made while editing the file. If using any other text editor you
should ensure your indentation is done correctly with two spaces. After editing your YAML file, you can validate it at
the website's [validation page](/check).
should ensure your indentation is done correctly with two spaces.
A typical YAML file will look like:
@@ -282,8 +281,7 @@ reasonable, but submitting a ChecksFinder alongside another game OR submitting m
OK)
To configure your file to generate multiple worlds, use 3 dashes `---` on an empty line to separate the ending of one
world and the beginning of another world. You can also combine multiple files by uploading them to the
[validation page](/check).
world and the beginning of another world.
### Example

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